Update history:Bloons TD 6/Version 29.0: Difference between revisions
migrated to the new format, testing out a function to have quotes in between changes for a single tower |
Pymonkibot (talk | contribs) m Text replacement - "{{BTD6 tower changes/new" to "{{BTD6 tower changes" |
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=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | === [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
|version=29.0|tower=Boomerang Monkey | |version=29.0|tower=Boomerang Monkey | ||
|quote 1=Just a cool/fun factor and “because it should” reasoning here honestly, not necessarily necessary but we think it fits. | |quote 1=Just a cool/fun factor and “because it should” reasoning here honestly, not necessarily necessary but we think it fits. | ||
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=== [[Ice Monkey (BTD6)|Ice Monkey]] === | === [[Ice Monkey (BTD6)|Ice Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=29.0|tower=Ice Monkey|changes 1 tiers=401+|changes 1=*{{buff|401 & 501 Ice Monkeys should now be able to stack their debuffs correctly without the Larger Radius crosspath overwriting the effect|fix=y}}|changes 2 tiers=150;250|changes 2=*{{buff|Absolute Zero should no longer apply an inconsistently weaker Permafrost|fix=y}}}} | ||
=== [[Glue Gunner (BTD6)|Glue Gunner]] === | === [[Glue Gunner (BTD6)|Glue Gunner]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves. | | quote 1 = Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves. | ||
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=== [[Monkey Sub (BTD6)|Monkey Sub]] === | === [[Monkey Sub (BTD6)|Monkey Sub]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier. | | quote 1 = The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier. | ||
|quote 2=Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn. | |quote 2=Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn. | ||
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=== [[Mortar Monkey (BTD6)|Mortar Monkey]] === | === [[Mortar Monkey (BTD6)|Mortar Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=29.0|tower=Mortar Monkey|changes 1 tiers=103+|changes 1=*{{buff|Decamo explosion pierce|80|85|fix=y}} | ||
*{{buff|Decamo explosion radius increased|50|70|fix=y}}}} | *{{buff|Decamo explosion radius increased|50|70|fix=y}}}} | ||
=== [[Dartling Gunner (BTD6)|Dartling Gunner]] === | === [[Dartling Gunner (BTD6)|Dartling Gunner]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce. | | quote 1 = The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce. | ||
|quote 2=The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path. | |quote 2=The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path. | ||
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=== [[Wizard Monkey (BTD6)|Wizard Monkey]] <!-- This section needs cleanup -->=== | === [[Wizard Monkey (BTD6)|Wizard Monkey]] <!-- This section needs cleanup -->=== | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3. | | quote 1 = As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3. | ||
| version = 29.0 | | version = 29.0 | ||
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=== [[Ninja Monkey (BTD6)|Ninja Monkey]] === | === [[Ninja Monkey (BTD6)|Ninja Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=29.0|tower=Ninja Monkey|changes 1 tiers=012+|changes 1=*{{buff|Caltrops: Gains 15% distraction chance|fix=y}}|changes 2 tiers=013+|changes 2=*{{buff|Flash Bomb: Gains 15% distraction chance|fix=y}}|paragon changes=*{{buff|Sticky Bomb AoE: Should now correctly create an AoE when it destroys the target|fix=y}}}} | ||
=== [[Druid (BTD6)|Druid]] === | === [[Druid (BTD6)|Druid]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section. | | quote 1 = While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section. | ||
| version = 29.0 | | version = 29.0 | ||
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=== [[Monkey Village (BTD6)|Monkey Village]] === | === [[Monkey Village (BTD6)|Monkey Village]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes|version=29.0|tower=Monkey Village|changes 1 tiers=XX5|changes 1=*{{buff|Monkeyopolis should now always benefit from the cash buff from Monkey City|fix=y}}}} | ||
=== [[Spike Factory (BTD6)|Spike Factory]] === | === [[Spike Factory (BTD6)|Spike Factory]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = Super Mines gets damage - to stand it out in Bosses more. | | quote 1 = Super Mines gets damage - to stand it out in Bosses more. | ||
|quote 2=While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up. | |quote 2=While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up. | ||
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=== [[Engineer Monkey (BTD6)|Engineer Monkey]] === | === [[Engineer Monkey (BTD6)|Engineer Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes | ||
| quote 1 = Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam | | quote 1 = Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam | ||
| version = 29.0 | | version = 29.0 | ||
Revision as of 02:02, 13 September 2025
Version 29.0 is the seventh and final major update to Bloons TD 6 of 2021. This update introduced the Navarch of the Seas Paragon for Monkey Buccaneer, the map Quiet Street, and the Galaxili Hero Skin for Ezili.
Additions
Template:BTD6 achievement list by introduced
Cosmetics
| Item | Category | Trophy Store? |
|---|---|---|
| Bloons ― All Bloon Skins | ||
| Bloons ― MOAB Skins | ||
| Co-op ― Standard Emotes | ||
| Co-op ― Standard Emotes | ||
| Game & UI ― Music Tracks | ||
| Game & UI ― Power Skins | ||
| Game & UI ― Power Skins | ||
| Game & UI ― Profile Banners | ||
| Game & UI ― Profile Banners | ||
| Heroes ― Pets | ||
| Monkeys ― Flags | ||
| Monkeys ― Pets | ||
| Monkeys ― Projectiles |
General changes
| This section is empty. You can help out by adding to it. The editor who added this notice elaborates: Needs to be filled out |
Towers
| “ | Just a cool/fun factor and “because it should” reasoning here honestly, not necessarily necessary but we think it fits. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-0-1 Glaive Lord + Long Range Rangs 5-0-2 Glaive Lord + Red Hot Rangs |
|
| “ | Separately, we noticed the Glaive Dominus press knockback’s actual explosion was only dealing a fraction of the damage of any other part on this upgrade, this combined with it pushing targets out of the tower’s radius made it somewhat stally so we juiced up the power of this explosion significantly. — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| 4-0-1 Embrittlement + Larger Radius and further upgrades |
|
| 1-5-0 Absolute Zero + Permafrost 2-5-0 Absolute Zero + Cold Snap |
|
| “ | Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.
Bloon Solver’s single target power feels like it ramps slowly on larger targets, and while it is mainly a grouped cleanup, we decided to give a nudge here with bonuses to large targets to help with higher round falloff. |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Bloon Liquefier |
|
| 5-X-X The Bloon Solver |
|
| “ | Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.
Glue Strike doesn’t seem to hold up to any other option in a similar role, so we’ve doubled down on its support factor with a new role and are hoping for more synergy to emerge there. |
” |
| Tiers | Changes |
|---|---|
| X-4-X Glue Strike X-5-X Glue Storm |
|
| “ | The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-0-X Bloontonium Reactor 4-1-0 Bloontonium Reactor + Barbed Darts 5-0-X Energizer 5-1-0 Energizer + Barbed Darts |
|
| “ | Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X Pre-emptive Strike |
|
| Tiers | Changes |
|---|---|
| 1-0-3 Signal Flare + Bigger Blast and further upgrades |
|
| “ | The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X M.A.D |
|
| “ | The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-2 Powerful Darts and further upgrades |
|
| “ | As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-1-X Fireball and all crosspaths X-2-X Wall of Fire and all crosspaths X-3-X Dragon's Breath and further upgrades |
|
| X-2-X Wall of Fire and all crosspaths |
|
| 0-2-1 Wall of Fire + Intense Magic and further upgrades |
|
| X-3-X Dragon's Breath X-4-X Summon Phoenix |
|
| X-5-X Wizard Lord Phoenix |
|
| Tiers | Changes |
|---|---|
| 0-1-2 Caltrops + Distraction and further upgrades |
|
| 0-1-3 Flash Bomb + Distraction and further upgrades |
|
| Paragon |
|
| “ | While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Superstorm |
|
| X-4-X Jungle's Bounty X-5-X Spirit of the Forest |
|
| X-5-X Spirit of the Forest |
|
| Tiers | Changes |
|---|---|
| X-X-5 Monkeyopolis |
|
| “ | Super Mines gets damage - to stand it out in Bosses more. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Super Mines |
|
| “ | While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Spike Storm X-5-X Carpet of Spikes |
|
| 0-4-2 Spike Storm + Smart Spikes 0-5-2 Carpet of Spikes + Smart Spikes |
|
| “ | Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower |
|
| 3-X-X Sprockets |
|
| X-3-X Cleansing Foam and further upgrades |
|
| 0-1-4 Bloon Trap + Larger Service Area and further upgrades |
|
Heroes
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Template:BTD6 hero changes/new
Monkey Knowledge
| “ | Gorgon Storm clearly released overtuned for a single knowledge point due to the way it works with large numbers of projectiles applying consecutive stuns. It will still be extremely powerful even after this, but should be harder to achieve an actual permastall on MOABs most of the time. — Update notes |
” |
Gorgon Storm stun duration on MOAB class bloons reduced ― 0.5s → 0.1s
Gallery
-
In-game update image