{{BTD6 tower changes|quote=We bumped up the ceramic a lot along with the paragon rework to highlight Juggernaut path and keep something of a Dreadbloon niche due to the multiple tower category requirement, upon review of this in practice we want to start off bumping that amount up even more.|version=40.0|tower=Dart Monkey|changes 1 tiers=Paragon|changes 1=*{{buff|Paragon bonus damage to ceramic increased|75|90}}}}
{{BTD6 tower changes|quote=We bumped up the ceramic a lot along with the paragon rework to highlight Juggernaut path and keep something of a Dreadbloon niche due to the multiple tower category requirement, upon review of this in practice we want to start off bumping that amount up even more.|version=40.0|tower=Dart Monkey|changes 1 tiers=Paragon|changes 1=*{{buff|Paragon bonus damage to ceramic increased|+75|+90}}}}
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
=== [[Bomb Shooter (BTD6)|Bomb Shooter]] ===
{{BTD6 tower changes|quote=Slight price reduction to Really Big Bombs, it is meant to be a stepping stone upgrade into Bloon Impact but neither of these upgrades are standout right now. A while ago Frag Bombs was reworked to give Bomb normal type damage however we were not happy with the results of that change in the end, we didn’t want to go back and remove that again without giving back something nice in return so it has taken a while but now we have decided to go ahead with changing that back along with swapping out Recursive fortified damage for raw damage which we hope also improves crosspathing as the damage crosspath isn’t such a large increase over the base damage anymore.|version=40.0|tower=Bomb Shooter|cost 1 tier=3|cost 1 path=1|cost 1 prev=1200|cost 1 curr=1100|changes 1 tiers=XX2,XX3,XX4,XX5,302,402,502,032,042,052|changes 1=*{{nerf| Frag Bombs no longer changes damage type of explosions}}|changes 2 tiers=5XX|changes 2=*{{change| Bloon Crush remains damage type Normal}}|changes 3 tiers=XX4|changes 3=*{{nerf| Recursive Cluster Fortified Damage reduced|1|0}}
{{BTD6 tower changes|quote=Slight price reduction to Really Big Bombs, it is meant to be a stepping stone upgrade into Bloon Impact but neither of these upgrades are standout right now. A while ago Frag Bombs was reworked to give Bomb normal type damage however we were not happy with the results of that change in the end, we didn’t want to go back and remove that again without giving back something nice in return so it has taken a while but now we have decided to go ahead with changing that back along with swapping out Recursive fortified damage for raw damage which we hope also improves crosspathing as the damage crosspath isn’t such a large increase over the base damage anymore.|version=40.0|tower=Bomb Shooter|cost 1 tier=3|cost 1 path=1|cost 1 prev=1200|cost 1 curr=1100|changes 1 tiers=XX2,XX3,XX4,XX5,302,402,502,032,042,052|changes 1=*{{nerf| Frag Bombs no longer changes damage type of explosions to Normal}}|changes 2 tiers=5XX|changes 2=*{{change| Bloon Crush remains damage type Normal}}|changes 3 tiers=XX4|changes 3=*{{nerf|Recursive Cluster Fortified Damage reduced|+1|+0}}
{{BTD6 tower changes|quote=Full auto sniper's 024 crosspath sees a lot of fun/meme use, but not so much more than that. We’re hoping that applying the MOAB bonus that it gains to the shrapnel as well will help improve non-meme use here. (And looking over my notes, it seems this was meant to be included a while ago…But better late than never!)|version=40.0|tower=Sniper Monkey|changes 1 tiers=024|changes 1=*{{buff| Full Auto Rifle shrapnel shot gains bonus damage against MOABs|0|1}}}}
{{BTD6 tower changes|quote=Full auto sniper's 024 crosspath sees a lot of fun/meme use, but not so much more than that. We’re hoping that applying the MOAB bonus that it gains to the shrapnel as well will help improve non-meme use here. (And looking over my notes, it seems this was meant to be included a while ago…But better late than never!)|version=40.0|tower=Sniper Monkey|changes 1 tiers=024|changes 1=*{{buff| Full Auto Rifle shrapnel shot gains bonus damage against MOABs|+0|+1}}}}
{{BTD6 tower changes|quote=The homing for Neva-miss darts can cause darts to expire just before they are able to loop around and hit their target, which is unsatisfying to see – we like the pattern this attacks with though so allowing a little extra distance before expiration should mostly solve this.|version=40.0|tower=Monkey Ace|changes 1 tiers=XX3|changes 1=*{{buff| Neva-miss projectile distance increased|450|600}}}}
{{BTD6 tower changes|quote=The homing for Neva-miss darts can cause darts to expire just before they are able to loop around and hit their target, which is unsatisfying to see – we like the pattern this attacks with though so allowing a little extra distance before expiration should mostly solve this.|version=40.0|tower=Monkey Ace|changes 1 tiers=XX3|changes 1=*{{buff|Projectile distance increased|450|600}}}}
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
=== [[Mortar Monkey (BTD6)|Mortar Monkey]] ===
{{BTD6 tower changes|quote=We’re ecstatic for all the Mortar love after the recent rework, however the two bonuses we left unchanged with the rework in order to leave a buff are… Probably a biiit much now and this has been far too significant an improvement, easily slotting Pop and Awe into an extremely high tier position over the past update. We don’t want to take this away, but are nipping those bonuses back slightly so it doesn't feel broken for our entire holiday break.|version=40.0|tower=Mortar Monkey|changes 1 tiers=X5X|changes 1=*{{nerf| Pop and Awe BAD/Boss damage bonus reduced|10|6}}
{{BTD6 tower changes|quote=We’re ecstatic for all the Mortar love after the recent rework, however the two bonuses we left unchanged with the rework in order to leave a buff are… Probably a biiit much now and this has been far too significant an improvement, easily slotting Pop and Awe into an extremely high tier position over the past update. We don’t want to take this away, but are nipping those bonuses back slightly so it doesn't feel broken for our entire holiday break.|version=40.0|tower=Mortar Monkey|changes 1 tiers=X5X|changes 1=*{{nerf|BAD/Boss damage bonus reduced|+10|+6}}
*{{nerf| Pop and Awe damage bonus to stunned reduced|10|8}}}}
*{{nerf|Stunned damage bonus reduced|+10|+8}}}}
=== [[Super Monkey (BTD6)|Super Monkey]] ===
=== [[Super Monkey (BTD6)|Super Monkey]] ===
{{BTD6 tower changes|quote=We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now.|version=40.0|tower=Super Monkey|changes 1 tiers=030|changes 1=*{{nerf| Robo Monkey pierce reduced|7|6|note=040 Tech Terror pierce remains 9}}}}
{{BTD6 tower changes|quote=We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now.|version=40.0|tower=Super Monkey|changes 1 tiers=030|changes 1=*{{nerf|Pierce reduced|7|6|note=040 Tech Terror pierce remains 9}}}}<!--add the 130 pierce too-->
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes|quote=For an early game Distraction improvement the consistency of blowbacks is being averaged out more with increased minimum distance but reduced maximum, in many cases there would not actually be 250 units of track length in front of defenses to be blown back across anyway so the overall average distance is slightly lower. More at the mid to endgame we are also weakening distraction distance against Ceramics specifically as by this point Ninja have stacked so much speed and projectiles the consistency doesn’t matter anymore. Finally, distraction values for secondary projectiles are being modified, as Distraction chance as it has existed was never balanced around more than the main attack|version=40.0|tower=Ninja Monkey|changes 1 tiers=X1X,X2X,X3X,X4X,X5X,310,410,510,013,014,015|changes 1=*{{change| Distraction blowback range normalized (all attacks)|10-250 units|100-150 units}}
{{BTD6 tower changes|quote=For an early game Distraction improvement the consistency of blowbacks is being averaged out more with increased minimum distance but reduced maximum, in many cases there would not actually be 250 units of track length in front of defenses to be blown back across anyway so the overall average distance is slightly lower. More at the mid to endgame we are also weakening distraction distance against Ceramics specifically as by this point Ninja have stacked so much speed and projectiles the consistency doesn’t matter anymore. Finally, distraction values for secondary projectiles are being modified, as Distraction chance as it has existed was never balanced around more than the main attack|version=40.0|tower=Ninja Monkey|changes 1 tiers=X1X,X2X,X3X,X4X,X5X,310,410,510,013,014,015|changes 1=*{{change| Distraction blowback range normalized (all attacks)|10-250 units|100-150 units}}
*{{nerf| Distraction distance applies to Ceramics at 0.5x}}|changes 2 tiers=012,022,032,042,052,013,014,015|changes 2=*{{nerf| Distraction chance of caltrops reduced|15%|10%}}|changes 3 tiers=013,014,015|changes 3=*{{buff| Flash Bomb distraction chance of flash bomb increased|15%|30%}}}}
*{{nerf| Distraction distance applies to Ceramics at 0.5x|note=New distraction distance is 50-75 units}}|changes 2 tiers=012,022,032,042,052,013,014,015|changes 2=*{{nerf| Distraction chance of caltrops reduced|15%|10%}}|changes 3 tiers=013,014,015|changes 3=*{{buff|Distraction chance of flash bomb increased|15%|30%}}}}
=== [[Alchemist (BTD6)|Alchemist]] ===
=== [[Alchemist (BTD6)|Alchemist]] ===
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=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes|quote=Small spike pierce reduction for the Spiked Mines as it’s finally coming into a strong spot on its own. Similar to Mortar it’s great to see the fresh love for middle path Spike Factory, however as they are feeling exceptionally good now for the intended pure MOAB damage role we want to cut it back very slightly so it doesn’t stay quite so crazy over our holiday break.|version=40.0|tower=Spike Factory|changes 1=*{{nerf| Spike pierce reduced|20|18}}|changes 2 tiers=X3X,X4X,X5X|changes 1 tiers=4XX,5XX|changes 2=*{{nerf| Bonus MOAB damage reduced|9|8}}|changes 3 tiers=X5X|changes 3=*{{nerf|Carpet of Spikes main attack damage reduced|4|3}}}}
{{BTD6 tower changes|quote=Small spike pierce reduction for the Spiked Mines as it’s finally coming into a strong spot on its own. Similar to Mortar it’s great to see the fresh love for middle path Spike Factory, however as they are feeling exceptionally good now for the intended pure MOAB damage role we want to cut it back very slightly so it doesn’t stay quite so crazy over our holiday break.|version=40.0|tower=Spike Factory|changes 1=*{{nerf| Spike pierce reduced|20|18}}|changes 2 tiers=X3X,X4X,X5X|changes 1 tiers=4XX,5XX|changes 2=*{{nerf| Bonus MOAB damage reduced|9|8}}|changes 3 tiers=X5X|changes 3=*{{nerf|Main attack damage reduced|4|3}}}}
{{BTD6 tower changes|quote=We feel Beast Handler balance is setting down nicely overall but it feels like the reposition cooldown increasing was far more impactful and unfun than intended, we still feel the initial delay was silly but are cutting it down again a little. Orca's knockback has the same duration as the T3 so although it does gain a little increased knockback amount already it's very random in what it hits much more expensive than the T3 so this knockback duration is being increased a little for base & merge. Max merged Golden Eagle gaining the ability to grab MOABs made sense at the time although the the pierce and penalties as they were at the time that meant it jumped up from grabbing no MOABs to suddenly 3 MOABs at a time which seemed too far, so the pierce penalty on MOABs is being increased at the T3 so that this reduces from 3 to 2 MOABs at a time.|version=40.0|tower=Beast Handler|changes 1=*{{buff|Beast Handler reposition cooldown reduced|5s|3}}|changes 2 tiers=4XX|changes 2=*{{buff|Orca knockback duration increased|0.2|0.3}}
{{BTD6 tower changes|quote=We feel Beast Handler balance is setting down nicely overall but it feels like the reposition cooldown increasing was far more impactful and unfun than intended, we still feel the initial delay was silly but are cutting it down again a little. Orca's knockback has the same duration as the T3 so although it does gain a little increased knockback amount already it's very random in what it hits much more expensive than the T3 so this knockback duration is being increased a little for base & merge. Max merged Golden Eagle gaining the ability to grab MOABs made sense at the time although the the pierce and penalties as they were at the time that meant it jumped up from grabbing no MOABs to suddenly 3 MOABs at a time which seemed too far, so the pierce penalty on MOABs is being increased at the T3 so that this reduces from 3 to 2 MOABs at a time.|version=40.0|tower=Beast Handler|changes 1=*{{buff|Beast Handler reposition cooldown reduced|5s|3s}}|changes 2 tiers=4XX|changes 2=*{{buff|Knockback duration increased|0.2s|0.3s}}
Over 80 more items available for use in the Map Editor, including a new Dark Terrain/Area and an entire Winter collection featuring tons of new winter Terrain, Areas, Effects, Paths, Stamps, and Props available for everyone to use!
New Xmas Pack containing 12 extra special seasonal items that can be unlocked with Monkey Money or via direct IAP
Added New prop tags for Christmas & Interactable
Sandbox sending Bloons and placing towers features can now be accessed during map editing
Enabled more base game props for use in map editor
Added a ‘Sharp Corners’ toggle for all Areas
New tag for interactable props to distinguish them (e.g. Bat, Pigeons)
Added desktop hotkey support for ‘Sell’ hotkey to delete selected props and CTRL+C to duplicate a selected prop
Implemented a slider to raise/lower props. Fair warning, due to how 3D renders in the game this may not appear exactly how you would expect.
Resolved a case in which Pat Fusty would not correctly submerge in custom map water terrain
Opening a map share code should correctly launch the game & navigate to the map
Dropdown menus in map editor should no longer display on top of 'pause' menu
Added more Helper Popups to Map Editor
Entering eraser mode will now un-hide stamps layer
All custom maps will now follow ‘Intermediate’ difficulty
Note: Hero XP now follows intermediate leveling speed
Players can no longer still search up and find their own deleted maps for a short time after deleting them
We like Ezili as she is and don’t want to mess with her too much, but currently her level 19 does effectively nothing so we thought it would be nice at this level to shift a little of that MOAB bonus damage on the main attack into raw damage instead. — Update notes
We still want a little more out of Brickell’s single target Revolver attack as it’s the least exciting per of her arsenal so are decreasing the attack cooldown, however her mega mine ability also performs exceptionally well throughout all moab rounds so we want to slightly increase its final cooldown instead — Update notes
Gerry’s Fire functions in a unique way where it can inherit some self-buffing bonuses of the towers that it’s applied to, although a lot of people have pointed out that since Ninja Monkey always has Camo this means it’s the only non-hero tower that gains a Camo Detection but can never pass it on to the Gerry’s Fire as this doesn’t come from an upgrade. We were hesitant to buff this interaction while Geraldo was much more powerful and his synergy with Ninja was already good, but he’s cooled off enough now that we’re happy to try this out. Additionally with Gerry’s Fire one of our programmers was having some fun with it, and we liked what we saw, so that will also be a thing now. — Update notes
”
Levels
Changes
8+
Gerry’s Fire now inherits innate camo detection (Including Ninja Monkey, Sauda, Psi)
Gerry’s Fire follows the actual heli/ace through the air rather than the landing pad
15+
Lv15 Sharpening Stone should no longer last forever after loading a save (bug fix)
Release descriptions
App Store / Google Play
“
Colossal Holiday Update!
• Cast the Bloons into oblivion with the new hero, Corvus, the Spirit Walker.
• New Map Editor props, areas, stamps, and tools.
• Don't freeze up on the new Expert map, Glacial Trail.
• Challenge ANY Boss on ANY Map with the new Boss Challenge feature!