| changes = *{{nerf|Bosses on spawn will now clear the map of all existing projectiles}}
| names = Boss Bloon Event, Bloonarius, Lych, Vortex, Dreadbloon
}}{{BTD6 changes
| version = 37.0
| changes = *Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
| names = Boss Bloon Event
}}
* 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
{{BTD6 changes
| version = 37.0
| changes = *{{buff|Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)}}
| names = Freeplay
}}
* 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
* Changed Pop Count on summary screen to Damage Count and added actual Pop Count
{{BTD6 changes
| version = 37.0
| changes = *{{change|Paragon art state changes moved from 22/42/62/82 to 20/40/60/80}}
| names = Paragon
}}{{BTD6 changes
| version = 37.0
| changes = *{{nerf|Stairs in the top corners on Resort are now placement blockers}}
| names = Resort
}}
* 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
== Towers ==
== Towers ==
Line 87:
Line 124:
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
{{BTD6 tower changes|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.|version=37.0|tower=Mortar Monkey|cost 1 tier=3|cost 1 path=3|cost 1 prev=700|cost 1 curr=800|cost 2 path=3|cost 2 tier=4|cost 2 prev=11000|cost 2 curr=10900|changes 1 tiers=4XX,5XX|changes 1=*{{buff|Stun duration non-MOABs increased|0.5s|0.75s}}|changes 2 tiers=5XX|changes 2=*{{buff|The Biggest One stun duration MOAB increased|0.3s|0.5s}}
{{BTD6 tower changes|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.|version=37.0|tower=Mortar Monkey|cost 1 tier=3|cost 1 path=3|cost 1 prev=700|cost 1 curr=800|cost 2 path=3|cost 2 tier=4|cost 2 prev=11000|cost 2 curr=10900|changes 1 tiers=4XX,5XX|changes 1=*{{buff|Stun duration non-MOABs increased|0.5s|0.75s}}|changes 2 tiers=5XX|changes 2=*{{buff|Stun duration MOAB increased|0.3s|0.5s}}
*{{buff|The Biggest One stun duration BFB increased|0.2s|0.3s}}
{{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.|version=37.0|tower=Druid|changes 1 tiers=3XX|changes 1=*{{buff|Druid of the Storm’s Tornado no longer targets MOAB-class Bloons|note=This is a buff as the tornado does not affect MOAB-class Bloons}}|changes 2 tiers=X3X|changes 2=*{{nerf|Druid of the Jungle no longer pops Lead Bloons without 130 crosspath}}
{{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.|version=37.0|tower=Druid|changes 1 tiers=3XX|changes 1=*{{buff|Druid of the Storm’s Tornado no longer targets MOAB-class Bloons|note=This is a buff as the tornado does not affect MOAB-class Bloons}}|changes 2 tiers=X3X|changes 2=*{{buff|Jungle Vine follows target prio of tower instead of strong}}
*{{buff|Jungle Vine follows target prio of tower instead of strong}}
*{{change|Jungle Vine defaults tower to strong priority when purchased}}|changes 3 tiers=205|changes 3=*{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}|changes 4 tiers=X3X,X4X,X5X|changes 4=*{{nerf|Jungle Vine Brambles are now destroyed by Lead/Frozen bloons|note=Lead and Frozen Bloons are still targetable}}}}
*{{change|Jungle Vine defaults tower to strong priority when purchased}}|changes 3 tiers=205|changes 3=*{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}}}
=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
Line 167:
Line 203:
=== [[Psi (BTD6)|Psi]] ===
=== [[Psi (BTD6)|Psi]] ===
{{BTD6 hero changes|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|changes 1=*{{change|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}}|changes 1 levels=1+|changes 2=*{{buff|Lv3 Psychic Blast pierce increased|50|200}}|changes 2 levels=3-6|changes 3=*{{buff|Lv7 Psychic Blast pierce increased|100|200}}|changes 3 levels=7+}}
{{BTD6 hero changes
| hero = Psi
| 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
| changes 1 = *{{change|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}}
Bosses on spawn will now clear the map of all existing projectiles
Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
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
Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
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
Changed Pop Count on summary screen to Damage Count and added actual Pop Count
Paragon art state changes moved from 22/42/62/82 to 20/40/60/80
Stairs in the top corners on Resort are now placement blockers
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
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)
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+
Lv6+ Gwendolin's main attack DoT no longer stacks
6+
Gwendonlin main attack DoT damage increased ― 1 → 2
9
Gwendonlin main attack DoT damage increased ― 1 → 4
10+
Gwendonlin 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
1+
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