{{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
| 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.
| changes 1 = *{{buff|Stun: duration to non-MOABs increased|0.5s|0.75s}}
| quote 1 = 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.
| quote 2 = 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.
| tiers 3 = X3X
| changes 3 = *{{buff|Attack cooldown reduced|1.08s|0.81s|note=Artillery Battery buff reduced from 1/4 rate to 1/3 rate but attack speed remains at 0.27}}
| quote 3 = 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.
{{BTD6 tower changes|quote=As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.|version=37.0|tower=Super Monkey|tiers 1=4XX,5XX|changes 1=*{{buff|Magic Sacrifice mini Sun Avatars when placed will spawn with the same target prio as their parent tower}}}}
{{BTD6 tower changes
| quote = As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
| version = 37.0
| tower = Super Monkey
| tiers 1 = 4XX,5XX
| changes 1 = *{{buff|Mini Sun Avatars: when placed will spawn with the same target prio as their parent tower}}
| quote 1 = As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
| quote 1 tiers = 4xx,5xx
}}
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
=== [[Ninja Monkey (BTD6)|Ninja Monkey]] ===
{{BTD6 tower changes|quote=We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.|version=37.0|tower=Ninja Monkey|paragon changes=*{{buff|Ascended Shadow now grants global camo detection instead of stripping camo from Bloons with every attack|note=Buff since towers with bonus Camo damage can continue performing them}}
{{BTD6 tower changes
| quote = We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
| version = 37.0
| tower = Ninja Monkey
| paragon changes = *{{buff|Ascended Shadow now grants global camo detection instead of stripping camo from Bloons with every attack|note=Buff since towers with bonus Camo damage can continue performing them}}
*{{buff|Ascended Shadow main attack gains bonus to camo +6}}
*{{buff|Ascended Shadow main attack gains bonus to camo +6}}
*{{buff|Ascended Shadow Flash Bomb Explosion gains bonus to camo +20}}
*{{buff|Ascended Shadow Flash Bomb Explosion gains bonus to camo +20}}
Line 231:
Line 267:
*{{buff|Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200}}
*{{buff|Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200}}
*{{buff|Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700}}
*{{buff|Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700}}
*{{buff|Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn}}}}
*{{buff|Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn}}
| paragon quote = We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal.
}}
=== [[Alchemist (BTD6)|Alchemist]] ===
=== [[Alchemist (BTD6)|Alchemist]] ===
{{BTD6 tower changes|quote=Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.|version=37.0|tower=Alchemist|tiers 1=X4X,X5X|changes 1=*{{buff|Transformed alchemist can now ignore line of sight}}|tiers 2=X5X|changes 2=*{{buff|Towers transformed by Total Transformation will keep their Target Priority}}}}
{{BTD6 tower changes
| quote = Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
| version = 37.0
| tower = Alchemist
| tiers 1 = X4X,X5X
| changes 1 = *{{buff|Transformed alchemist can now ignore line of sight}}
| quote 1 = Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority.
| tiers 2 = X5X
| changes 2 = *{{buff|Towers transformed by Total Transformation will keep their Target Priority}}
| quote 1 tiers = x4x,x5x
}}
=== [[Druid (BTD6)|Druid]] ===
=== [[Druid (BTD6)|Druid]] ===
{{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|tiers 1=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}}|tiers 2=X3X|changes 2=*{{buff|Jungle Vine follows target prio of tower instead of strong}}
{{BTD6 tower changes
*{{neutral|Jungle Vine defaults tower to strong priority when purchased}}|tiers 3=205|changes 3=*{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}|tiers 4=X3X,X4X,X5X|changes 4=*{{nerf|Jungle Vine Brambles without Hard Thorns are now destroyed by Lead/Frozen bloons|note=Lead and Frozen Bloons are still targetable}}}}
| 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
| tiers 1 = 3xx,4xx,5xx
| changes 1 = *{{buff|Tornado: no longer targets MOAB-class Bloons|note=This is a buff as the tornado does not affect MOAB-class Bloons}}
| quote 1 = 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.
| tiers 2 = X3X
| changes 2 = *{{buff|Jungle Vine follows target prio of tower instead of strong}}
*{{neutral|Jungle Vine defaults tower to strong priority when purchased}}
| quote 2 = 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.
| tiers 3 = 205
| changes 3 = *{{buff|Avatar of Wrath base Heart of Thunder attack rate increased|2.3s|1.15s}}
| tiers 4 = X3X,X4X,X5X
| changes 4 = *{{nerf|Jungle Vine Brambles without Hard Thorns are now destroyed by Lead/Frozen bloons|note=Lead and Frozen Bloons are still targetable}}
| quote 1 tiers = 3xx,4xx,5xx
| quote 2 tiers = 205
}}
=== [[Spike Factory (BTD6)|Spike Factory]] ===
=== [[Spike Factory (BTD6)|Spike Factory]] ===
{{BTD6 tower changes|quote=We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.|version=37.0|tower=Spike Factory|tiers 1=4XX,5XX|changes 1=*{{buff|Spike pierce increased|12|20}}|tiers 2=4XX|changes 2=*{{nerf|Spiked Mines explosion pierce reduced|40|30|note=5xx Super Mines explosion pierce remains at 60}}
| quote = We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
| quote 1 = We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
=== [[Monkey Village (BTD6)|Monkey Village]] <!-- This is stupidly broken who thought this was a good idea shol -->===
{{BTD6 tower changes|quote=A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.|version=37.0|tower=Monkey Village|tiers 1=XX5|changes 1=*{{buff|Monkeyopolis income formula now includes a base +$2500 minimum}}}}
{{BTD6 tower changes
| quote = A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
| version = 37.0
| tower = Monkey Village
| tiers 1 = XX5
| changes 1 = *{{buff|Monkeyopolis income formula now includes a base +$2500 minimum}}
| quote 1 = A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula.
{{BTD6 tower changes|quote=The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.|version=37.0|tower=Engineer Monkey|tiers 1=XX5|changes 1=*{{buff|XXXL Trap attack cooldown reduced|5.8s|4.6}}|paragon changes=*{{buff|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|fix=y}}
{{BTD6 tower changes
*{{buff|Engineer Paragon should no longer throw sentries into the middle of the map due to techbots|fix=y}}}}
| quote = The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
| version = 37.0
| tower = Engineer Monkey
| tiers 1 = XX5
| changes 1 = *{{buff|XXXL Trap: attack cooldown reduced|5.8s|4.6s|note=205 decreased from 3.48s to 2.76s attack rate. Effectively 2.8s due to minimum trap delay}}
| quote 1 = The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
| paragon changes = *{{buff|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|fix=y}}
*{{buff|Engineer Paragon should no longer throw sentries into the middle of the map due to techbots|fix=y}}
| quote 1 tiers = xx5
}}
=== [[Beast Handler (BTD6)|Beast Handler]] ===
=== [[Beast Handler (BTD6)|Beast Handler]] ===
{{BTD6 tower changes|quote=As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.|version=37.0|tower=Beast Handler
{{BTD6 tower changes
|path 1 tier 5 cost before=55000|path 1 tier 5 cost after=45000|tiers 1=3XX|changes 1=*{{buff| Great White damage increased|4|8}}
| quote = As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
| version = 37.0
| tower = Beast Handler
| path 1 tier 5 cost before = 55000
| path 1 tier 5 cost after = 45000
| base quote = As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points.
| tiers 1 = 3XX
| changes 1 = *{{buff| Great White damage increased|4|8}}
*{{buff|Great White max extra damage from merge increased|8|16}}
*{{buff|Great White max extra damage from merge increased|8|16}}
*{{buff|Great White max attack rate buff from merge increased|0.20634|0.38|note=Thrash rate is actually a lot more than intended due to a bug}}
*{{buff|Great White max attack rate buff from merge increased|0.20634|0.38|note=Thrash rate is actually a lot more than intended due to a bug}}
*{{buff| Great White extra thrash knockback duration from merge increased|0.1|0.2}}
*{{buff| Great White extra thrash knockback duration from merge increased|0.1|0.2}}
*{{nerf|Great White projectiles can no longer hit bloons far out of range|fix=y}}
*{{nerf|Great White projectiles can no longer hit bloons far out of range|fix=y}}
*{{nerf|Great White’s slow applied to grabbed target now expires correctly|fix=y}}|tiers 2=4XX|tiers 3=5XX|changes 2=*{{buff| Orca thrash damage increased|20|30}}
*{{nerf|Great White’s slow applied to grabbed target now expires correctly|fix=y}}
| tiers 2 = 4XX
| tiers 3 = 5XX
| changes 2 = *{{buff| Orca thrash damage increased|20|30}}
*{{buff| Orca thrash max extra damage from merge increased|40|60}}
*{{buff| Orca thrash max extra damage from merge increased|40|60}}
*{{buff| Orca max attack rate buff from merge increased|0.37829|0.38}}
*{{buff| Orca max attack rate buff from merge increased|0.37829|0.38}}
*{{buff|Orca thrash radius increased|20|24}}|changes 3=*{{buff|Megalodon thrash radius increased|30|36}}|tiers 4=1XX,2XX,3XX,4XX,5XX,X1X,X2X,X3X,X4X,X5X|changes 4=*{{buff|Top and Middle path Beast handler paths are now overclockable}}|tiers 5=X4X,X5X|changes 5=*{{buff|Tyrannosaurus Rex and Giganotosaurus Max Merge Bonus: Overkill damage on MOABs now distributes to the children of that target}}
*{{buff|Orca thrash radius increased|20|24}}
*{{change|Stomp ability now scales with Challenge Editor ability cooldown slider|fix=y}}|tiers 6=3XX,4XX,5XX|changes 6=*{{buff|Thrash rate benefits from speed buffs}}|tiers 7=XX1,XX2,XX3,XX4,XX5|changes 7=*{{buff|Gyrfalcon path deals +1 damage to Regrows to stop accidental infinite regrow farms}}|tiers 8=XX3|changes 8=*{{buff|Golden Eagle pierce increased|12|15}}
| changes 3 = *{{buff|Megalodon thrash radius increased|30|36}}
*{{buff|Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14}}|tiers 9=X1X|changes 9=*{{buff|Microraptor no longer fails to attack in some cases when being moved to different heights|fix=y}}}}
*{{buff|Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14}}
| tiers 9 = X1X
| changes 9 = *{{buff|Microraptor no longer fails to attack in some cases when being moved to different heights|fix=y}}
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
MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers — Update notes
Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade. — Update notes
Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3. — Update notes
The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now. — Update notes
This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show. — Update notes
Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes. — Update notes
”
Tiers
Changes
Paragon
Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order (bug fix)
Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus. — Update notes
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. — Update notes
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. — Update notes
Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority. — Update notes
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. — Update notes
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics. — Update notes
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before. — Update notes
”
Tiers
Changes
Paragon
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