Update history:Bloons TD 6/Version 21.0: Difference between revisions
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=== [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | === [[Boomerang Monkey (BTD6)|Boomerang Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Boomerang Monkey | | tower = Boomerang Monkey | ||
| | | changes 1 tiers = 502 | ||
| changes 1 = *{{buff|Orbitals: Damage increased|2|3}} | | changes 1 = *{{buff|Orbitals: Damage increased|2|3}} | ||
| | | changes 2 tiers = 0x4 | ||
| changes 2 = *{{nerf|MOAB Press: Pierce reduced|300|200|note=MOAB Domination unaffected}} | | changes 2 = *{{nerf|MOAB Press: Pierce reduced|300|200|note=MOAB Domination unaffected}} | ||
| | | changes 3 tiers = 104 | ||
| changes 3 = *{{nerf|MOAB Press: Pierce reduced|350|300}} | | changes 3 = *{{nerf|MOAB Press: Pierce reduced|350|300}} | ||
| tiers | | changes 4 tiers = 204 | ||
| changes 4 = *{{buff|MOAB Press: Pierce increased|410|420}} | | changes 4 = *{{buff|MOAB Press: Pierce increased|410|420}} | ||
*{{buff|Kylie Boomerang no longer loses the ability to hit 1 Bloon multiple times with regular attack|fix=y}} | *{{buff|Kylie Boomerang no longer loses the ability to hit 1 Bloon multiple times with regular attack|fix=y}} | ||
| tiers | | changes 5 tiers = 105 | ||
| changes 5 = *{{buff|MOAB Press: Pierce increased|350|400|undoc=y}} | | changes 5 = *{{buff|MOAB Press: Pierce increased|350|400|undoc=y}} | ||
| tiers | | changes 6 tiers = 205 | ||
| changes 6 = *{{buff|MOAB Press: Pierce increased|410|520|undoc=y}} | | changes 6 = *{{buff|MOAB Press: Pierce increased|410|520|undoc=y}} | ||
| quote 1 tiers = 502 | | quote 1 = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value. | ||
| quote | | quote 2 = Glaive Lord’s 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. | ||
| quote 3 = MOAB Press spam is overperforming with a high 024 preference, so we are moving pierce from the base 004 into a 204 buff to give this choice some more high density round value. | |||
| quote 2 tiers = 502 | |||
| quote 3 tiers = 0x4;104;204 | |||
}} | }} | ||
=== [[Tack Shooter (BTD6)|Tack Shooter]] === | === [[Tack Shooter (BTD6)|Tack Shooter]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Tack Shooter | | tower = Tack Shooter | ||
| | | changes 1 tiers = 401 | ||
| changes 1 = *{{buff|Damage increased|3|4}} | | changes 1 = *{{buff|Damage increased|3|4}} | ||
| | | changes 2 tiers = 402 | ||
| changes 2 = *{{buff|Damage increased|4|5}} | | changes 2 = *{{buff|Damage increased|4|5}} | ||
| tiers | | changes 3 tiers = 501 | ||
| changes 3 = *{{buff|Damage increased|4|5}} | | changes 3 = *{{buff|Damage increased|4|5}} | ||
| tiers | | changes 4 tiers = 502 | ||
| changes 4 = *{{buff|Damage increased|5|6}} | | changes 4 = *{{buff|Damage increased|5|6}} | ||
| quote 1 tiers = 401 | | quote 1 = The Ring of Fire & Inferno Ring upgrades recently received a crosspath functional rework, as we’re happy with the x2x range/pierce combo now this small follow-up is just to bring a bit more impact to the short-range 402 variant. | ||
| quote 1 tiers = 401;402;501;502 | |||
}} | }} | ||
{{Research|I'm not sure about the exact details because nk didn't fully explain in patch notes}} | {{Research|I'm not sure about the exact details because nk didn't fully explain in patch notes}} | ||
=== [[Ice Monkey (BTD6)|Ice Monkey]] === | === [[Ice Monkey (BTD6)|Ice Monkey]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Ice Monkey | | tower = Ice Monkey | ||
| | | changes 1 tiers = xx3+ | ||
| changes 1 = *{{buff|Cryo blast: blast radius increased|10|20}} | | changes 1 = *{{buff|Cryo blast: blast radius increased|10|20}} | ||
| | | changes 2 tiers = xx3+ | ||
| changes 2 = *{{buff|Cryo ball: damage increased|1|2}} | | changes 2 = *{{buff|Cryo ball: damage increased|1|2}} | ||
| tiers | | changes 3 tiers = xx5 | ||
| changes 3 = *{{neutral|Cryo ball: bonus to MOAB-class decreased|+49|+48|note=Overall damage unchanged}} | | changes 3 = *{{neutral|Cryo ball: bonus to MOAB-class decreased|+49|+48|note=Overall damage unchanged}} | ||
| tiers | | changes 4 tiers = xx4;xx5 | ||
| changes 4 = *{{buff|Icicles: damage increased|1|2}} | | changes 4 = *{{buff|Icicles: damage increased|1|2}} | ||
| tiers | | changes 5 tiers = 4xx | ||
| changes 5 = *{{buff|Embrittlement once again allows ‘Sharp’ damage to penetrate any Bloons frozen in the Embrittled state|fix=y}} | | changes 5 = *{{buff|Embrittlement once again allows ‘Sharp’ damage to penetrate any Bloons frozen in the Embrittled state|fix=y}} | ||
| tiers | | changes 6 tiers = x3x | ||
| changes 6 = *{{nerf|Placing an Arctic Wind on top of a flagship will no longer create an ice platform on top of the buccaneer|fix=y}} | | changes 6 = *{{nerf|Placing an Arctic Wind on top of a flagship will no longer create an ice platform on top of the buccaneer|fix=y}} | ||
*{{nerf|Arctic Wind no longer inconsistently slows one of two Zebra children after popping a rainbow|fix=y}} | *{{nerf|Arctic Wind no longer inconsistently slows one of two Zebra children after popping a rainbow|fix=y}} | ||
| quote 1 tiers = xx3 | | quote 1 = While Icicles is quite fun for midgame cleanup, we acknowledge points raised on Cryo Cannon trading off it’s freeze prowess too quickly when the smaller freeze area even with such a fast rate increase still overall makes it struggle to slow as effectively. To counter this a little we have doubled the freeze radius of Cryo Cannon, but also increased damage of both the Ice Balls & Icicles to highlight more the intention of this path swapping to a damage hybrid earlier. | ||
| quote 1 tiers = xx3;xx4;xx5 | |||
}} | }} | ||
===[[Glue Gunner (BTD6)|Glue Gunner]]=== | ===[[Glue Gunner (BTD6)|Glue Gunner]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Glue Gunner | | tower = Glue Gunner | ||
| Line 138: | Line 136: | ||
| path 1 tier 4 cost after = 5500 | | path 1 tier 4 cost after = 5500 | ||
| quote 1 = The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving. | | quote 1 = The Bloon Solver recently received a small functional rework buff, this follow-up buff will make the stepping stones to it a little easier on saving. | ||
| quote 1 tiers = 4xx | | quote 1 tiers = 4xx | ||
}} | }} | ||
===[[Sniper Monkey (BTD6)|Sniper Monkey]]=== | ===[[Sniper Monkey (BTD6)|Sniper Monkey]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Sniper Monkey | | tower = Sniper Monkey | ||
| | | changes 1 tiers = 120;130;140;150 | ||
| changes 1 = *{{buff|Shrapnel: now gains Normal damage type from Full Metal Jacket}} | | changes 1 = *{{buff|Shrapnel: now gains Normal damage type from Full Metal Jacket}} | ||
| changes 2 tiers = 220;320;420;520 | |||
| changes 2 = *{{buff|Shrapnel: now has Normal damage type}} | |||
| quote 1 = To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade | | quote 1 = To retain value in more Lead-heavy situations including against DDTs, this upgrade that has always allowed Lead popping to main attack will now also grant this to the Shrapnel from any shrapnel shot snipers mixing in this upgrade | ||
| quote 1 tiers = 120;130;140;150;220;320;420;520 | |||
| quote 1 tiers = 120 | |||
}} | }} | ||
===[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]=== | ===[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Monkey Buccaneer | | tower = Monkey Buccaneer | ||
| | | changes 1 tiers = 4xx;5xx | ||
| changes 1 = *{{buff|Forward darts: projectile radius increased|2|4}} | | changes 1 = *{{buff|Forward darts: projectile radius increased|2|4}} | ||
| | | changes 2 tiers = 5xx | ||
| changes 2 = *{{buff|Missiles: damage type changed|Explosive|Normal}} | | changes 2 = *{{buff|Missiles: damage type changed|Explosive|Normal}} | ||
| tiers | | changes 3 tiers = 001;101;201;301;401;501;011;021;031;041;051 | ||
| changes 3 = *{{buff|Long Range increases projectile speed of all attacks by +25%}} | | changes 3 = *{{buff|Long Range increases projectile speed of all attacks by +25%}} | ||
| tiers | | changes 4 tiers = xx2+ | ||
| changes 4 = *{{buff|Projectile speed increased by 25%}} | | changes 4 = *{{buff|Projectile speed increased by 25%}} | ||
| quote 1 tiers = 4xx | | quote 1 = Aircraft carriers have ongoing trouble with missing targets, these changes can hopefully offer a few extra ways of supporting the weakness internally while we keep investigating this. | ||
| quote 1 tiers = 4xx;5xx | |||
}} | }} | ||
=== [[Monkey Ace (BTD6)|Monkey Ace]] === | === [[Monkey Ace (BTD6)|Monkey Ace]] === | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Monkey Ace | | tower = Monkey Ace | ||
| | | changes 1 tiers = x5x | ||
| changes 1 = *{{buff|Ability: cooldown reduced|45s|40s}} | | changes 1 = *{{buff|Ability: cooldown reduced|45s|40s}} | ||
*{{buff|Bombs: damage type changed|Explosive|Normal}} | *{{buff|Bombs: damage type changed|Explosive|Normal}} | ||
*{{buff|Tier 1 crosspaths reduce cooldown by 5s|45s|35s|bug=y}} | *{{buff|Tier 1 crosspaths reduce cooldown by 5s|45s|35s|bug=y}} | ||
*{{buff|Tier 2 crosspaths reduce cooldown by an additional 5s|45s|30s|bug=y}} | *{{buff|Tier 2 crosspaths reduce cooldown by an additional 5s|45s|30s|bug=y}} | ||
| quote 1 = Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit . | | quote 1 = Tsar Bomba currently holds low value compared to multiple Ground Zero purchases aside from the stun, this greatly requested change should hopefully add more niche benefit .{{sic}} | ||
| quote 1 tiers = x5x | | quote 1 tiers = x5x | ||
}} | }} | ||
===[[Heli Pilot (BTD6)|Heli Pilot]]=== | ===[[Heli Pilot (BTD6)|Heli Pilot]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Heli Pilot | | tower = Heli Pilot | ||
| path 3 tier 3 cost before = 5000 | | path 3 tier 3 cost before = 5000 | ||
| path 3 tier 3 cost after = 3500 | | path 3 tier 3 cost after = 3500 | ||
| tiers | | changes 1 tiers = 000;10x;20x;30x;40x;0x1;0x2;0x3;0x4 | ||
| changes 1 = *{{nerf|Heli: base speed reduced|45|40}} | | changes 1 = *{{nerf|Heli: base speed reduced|45|40}} | ||
| | | changes 2 tiers = 010;110;210;310;410;011;012;013;014;x2x;x3x;x4x | ||
| changes 2 = *{{buff|Heli: base speed increased|67.5|70}} | | changes 2 = *{{buff|Heli: base speed increased|67.5|70}} | ||
| | | changes 3 tiers = 50x;x05 | ||
| changes 3 = *{{nerf|Heli: base speed reduced|56.25|50}} | | changes 3 = *{{nerf|Heli: base speed reduced|56.25|50}} | ||
| tiers | | changes 4 tiers = 510;015 | ||
| changes 4 = *{{nerf|Heli: base speed decreased|83.75|80}} | | changes 4 = *{{nerf|Heli: base speed decreased|83.75|80}} | ||
| tiers | | changes 5 tiers = x5x | ||
| changes 5 = *{{buff|Heli: base speed increased|84.375|87.5}} | | changes 5 = *{{buff|Heli: base speed increased|84.375|87.5}} | ||
| quote 1 tiers = 000,1xx | | quote 1 = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart | ||
| quote | | quote 2 = Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. | ||
| quote 2 tiers = 000,1xx;2xx;3xx;4xx;5xx;x1x;x2x;x3x;x4x;x5x;xx1;xx2;xx3;xx4;xx5 | |||
| quote 3 = Due to overall comparisons between Downdraft’s blowback & MOAB Shove we have also slashed MOAB Shove’s price by 30% to give it & Comanche more of a kickstart | |||
| quote 3 tiers = xx3 | |||
}} | }} | ||
===[[Mortar Monkey (BTD6)|Mortar Monkey]]=== | ===[[Mortar Monkey (BTD6)|Mortar Monkey]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Mortar Monkey | | tower = Mortar Monkey | ||
| | | changes 1 tiers = 000;10x;20x;30x;40x;50x;x10;x20;x30;x40;x50 | ||
| changes 1 = *{{nerf|Base Mortar random spread area increased in size|18|30|note=X-X-1 Increased Accuracy random spread area stays the same (8)}} | | changes 1 = *{{nerf|Base Mortar random spread area increased in size|18|30|note=X-X-1 Increased Accuracy random spread area stays the same (8)}} | ||
| | | changes 2 tiers = 10x;20x;30x;40x;50x;x01;x02;x03;x04;x05 | ||
| changes 2 = *{{buff|Mortar base rate of fire increased|2.2s|2s}} | | changes 2 = *{{buff|Mortar base rate of fire increased|2.2s|2s}} | ||
| tiers | | changes 3 tiers = x1x | ||
| changes 3 = *{{nerf|Faster Reload rate buff reduced|0.70x|0.75x}} | | changes 3 = *{{nerf|Faster Reload rate buff reduced|0.70x|0.75x}} | ||
| tiers | | changes 4 tiers = x2x | ||
| changes 4 = *{{nerf|Rapid Reload rate buff reduced|0.70x|0.72x}} | | changes 4 = *{{nerf|Rapid Reload rate buff reduced|0.70x|0.72x}} | ||
| tiers | | changes 5 tiers = 302 | ||
| changes 5 = *{{buff|Burny Stuff damage increased|1|2}} | | changes 5 = *{{buff|Burny Stuff damage increased|1|2}} | ||
| tiers | | changes 6 tiers = 402 | ||
| changes 6 = *{{buff|Burny Stuff damage increased|1|3}} | | changes 6 = *{{buff|Burny Stuff damage increased|1|3}} | ||
| tiers | | changes 7 tiers = 502 | ||
| changes 7 = *{{buff|Burny Stuff damage increased|1|25}} | | changes 7 = *{{buff|Burny Stuff damage increased|1|25}} | ||
| tiers | | changes 8 tiers = 010;110;210;310;410;510;011;012;013;014;015 | ||
| changes 8 = *{{buff|Attack cooldown reduced|1.54s|1.5s}} | | changes 8 = *{{buff|Attack cooldown reduced|1.54s|1.5s}} | ||
| tiers | | changes 9 tiers = 020;x3x;120;220;320;420;520;021;022;023;024;025 | ||
| changes 9 = *{{nerf|Attack cooldown increased|1.078s|1.08s}} | | changes 9 = *{{nerf|Attack cooldown increased|1.078s|1.08s}} | ||
| | | changes 1 tiers0 = x4x;x5x | ||
| changes 10 = *{{nerf|Attack cooldown increased|0.2695s|0.27s}} | | changes 10 = *{{nerf|Attack cooldown increased|0.2695s|0.27s}} | ||
| quote 1 tiers = 000,1xx | | quote 1 = Mortar’s Faster Reload feels like a ‘required’ as a crosspath with Burny Stuff never scaling well on any path but it’s own. We like choices not requirements so to counter this we have made Burny Stuff scale with top-path damage & shifted a small amount of the speed from Faster Reload onto the base mortar and reduced base accuracy considerably. | ||
| quote 1 tiers = 000,1xx;2xx;3xx;4xx;5xx;x1x;x2x;x3x;xx1;xx2;xx3;xx4;xx5 | |||
}} | }} | ||
===[[Wizard Monkey (BTD6)|Wizard Monkey]]=== | ===[[Wizard Monkey (BTD6)|Wizard Monkey]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Wizard Monkey | | tower = Wizard Monkey | ||
| base cost before = 450 | | base cost before = 450 | ||
| base cost after = 400 | | base cost after = 400 | ||
| tiers | | changes 1 tiers = 000 | ||
| changes 1 = *{{buff|Pierce increased|2|3}} | | changes 1 = *{{buff|Pierce increased|2|3}} | ||
| | | changes 2 tiers = 030 | ||
| changes 2 = *{{buff|Dragon's Breath: attack gains bonus damage to ceramic +1}} | | changes 2 = *{{buff|Dragon's Breath: attack gains bonus damage to ceramic +1}} | ||
| tiers | | changes 3 tiers = 130 | ||
| changes 3 = *{{buff|Dragon's Breath: | | changes 3 = *{{buff|Dragon's Breath: lifespan increased|0.4s|0.8s}} | ||
| | | changes 4 tiers = 040 | ||
| changes 4 = *{{buff|Summon Phoenix projectile radius increased|5|6}} | | changes 4 = *{{buff|Summon Phoenix projectile radius increased|5|6}} | ||
*{{buff|Summon Phoenix damage increased|3|4}} | *{{buff|Summon Phoenix damage increased|3|4}} | ||
*{{buff|Summon Phoenix pierce increased|5|6}} | *{{buff|Summon Phoenix pierce increased|5|6}} | ||
*{{buff|Summon Phoenix projectile speed increased|300|350}} | *{{buff|Summon Phoenix projectile speed increased|300|350}} | ||
| tiers | | changes 5 tiers = xx4 | ||
| changes 5 = *{{buff|Unpopped Army now gains a bonus to graveyard after round 81 (about +10 per pop)|note=To make up for the total decrease in child Bloons that are created from Super Ceramics}} | | changes 5 = *{{buff|Unpopped Army now gains a bonus to graveyard after round 81 (about +10 per pop)|note=To make up for the total decrease in child Bloons that are created from Super Ceramics}} | ||
*{{buff|Unpopped Army targeting has been reworked to function in a smarter way, summoning Zombie Bloons further back to avoid them spawning behind Bloons, and also on multi-lane tracks targeting the lanes that are likely to leak sooner}} | *{{buff|Unpopped Army targeting has been reworked to function in a smarter way, summoning Zombie Bloons further back to avoid them spawning behind Bloons, and also on multi-lane tracks targeting the lanes that are likely to leak sooner}} | ||
*{{buff|Unpopped Army now enhances the power of all of it’s attacks by 1 for every 200 souls in it’s Graveyard. This can stack up to 10 times for Prince of Darkness}} | *{{buff|Unpopped Army now enhances the power of all of it’s attacks by 1 for every 200 souls in it’s Graveyard. This can stack up to 10 times for Prince of Darkness}} | ||
| tiers | | changes 6 tiers = xx5 | ||
| changes 6 = *{{buff|Prince of Darkness max Graveyard capacity increased|2000|3000}} | | changes 6 = *{{buff|Prince of Darkness max Graveyard capacity increased|2000|3000}} | ||
| quote | | quote 1 = Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. Finally, Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. We hope this will be enough to make Wizard very useful in a number of ways, but will be keeping a watchful eye on how it plays out. | ||
| quote 3 tiers = xx4 | | quote 2 = Though it was never a goal for the base tower to be great, given the additional purple weakness since BTD5 and how poorly it currently performs we feel it deserves to take rank as the cheapest magic tower along with a small buff. | ||
| quote 2 tiers = 000 | |||
| quote 3 = Dragon’s Breath crosspathing has also been finished up along with a considerable boost to scale Dragon’s Breath up against Ceramics. | |||
| quote 3 tiers = x3x;1xx | |||
| quote 4 = Unpopped Army changes are also here! We wanted to cover all of the usability issues with this upgrade while also powering it up and expanding more on the mechanic that makes it so unique. | |||
| quote 4 tiers = xx4;xx5 | |||
}} | }} | ||
===[[Ninja Monkey (BTD6)|Ninja Monkey]]=== | ===[[Ninja Monkey (BTD6)|Ninja Monkey]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Ninja Monkey | | tower = Ninja Monkey | ||
| | | changes 1 tiers = xx4 | ||
| changes 1 = *{{buff|Sticky Bomb: damage increased|400|500}} | | changes 1 = *{{buff|Sticky Bomb: damage increased|400|500}} | ||
*{{buff|Sticky Bomb: attack range is increased to 1.5x of Ninja's range}} | *{{buff|Sticky Bomb: attack range is increased to 1.5x of Ninja's range}} | ||
| Line 283: | Line 275: | ||
===[[Alchemist (BTD6)|Alchemist]]=== | ===[[Alchemist (BTD6)|Alchemist]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Alchemist | | tower = Alchemist | ||
| path 1 tier 4 cost before = 2500 | | path 1 tier 4 cost before = 2500 | ||
| path 1 tier 4 cost after = 3000 | | path 1 tier 4 cost after = 3000 | ||
| Line 293: | Line 284: | ||
| path 3 tier 2 cost before = 600 | | path 3 tier 2 cost before = 600 | ||
| path 3 tier 2 cost after = 450 | | path 3 tier 2 cost after = 450 | ||
| tiers | | changes 1 tiers = xx1;xx2 | ||
| changes 1 = *{{neutral|Acid Pools & Faster Throwing upgrades have been swapped}} | | changes 1 = *{{neutral|Acid Pools & Faster Throwing upgrades have been swapped}} | ||
| quote 1 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost. | | quote 1 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost and allows us to think about Acid Pools as its own upgrade in future rather than worrying about the impact of changing 402. | ||
| quote 1 tiers = | | quote 1 tiers = xx1;xx2 | ||
| quote 2 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost | | quote 2 = Follow up steps in overall balancing use of the 420 and 402 alchemist upgrades, this brings both combinations more in-line for total cost. | ||
| quote 2 tiers = | | quote 2 tiers = 4xx | ||
}} | }} | ||
===[[Druid (BTD6)|Druid]]=== | ===[[Druid (BTD6)|Druid]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Druid | | tower = Druid | ||
| Line 308: | Line 299: | ||
| path 2 tier 5 cost after = 35000 | | path 2 tier 5 cost after = 35000 | ||
| quote 1 = We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles. | | quote 1 = We’ve wanted to work on this upgrade for a while but first had to deal with an issue causing it to perform far differently to intended. Unfortunately while we expected improvement from this fix, it ended up being an overall nerf. We have cut the price by a large amount to counter this and will revisit the upgrade again after this settles. | ||
| quote 1 tiers = x5x | | quote 1 tiers = x5x | ||
}} | }} | ||
===[[Spike Factory (BTD6)|Spike Factory]]=== | ===[[Spike Factory (BTD6)|Spike Factory]]=== | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Spike Factory | | tower = Spike Factory | ||
| | | changes 1 tiers = 101;201;301;401;501;011;021;031;041;051;001;xx2 | ||
| changes 1 = *{{buff|Long Reach: lifespan increased|70s|100s|note=X-X-3 unaffected}} | | changes 1 = *{{buff|Long Reach: lifespan increased|70s|100s|note=X-X-3 unaffected}} | ||
| | | changes 2 tiers = xx4 | ||
| changes 2 = *{{buff|Deadly Spikes: lasts 1 more round before expiring|2|3}} | | changes 2 = *{{buff|Deadly Spikes: lasts 1 more round before expiring|2|3}} | ||
| | | changes 3 tiers = 041;051 | ||
| changes 3 = *{{buff|Spike Storm: Lasts 50% longer with Long Reach}} | | changes 3 = *{{buff|Spike Storm: Lasts 50% longer with Long Reach}} | ||
| tiers | | changes 4 tiers = x5x | ||
| changes 4 = *{{buff|Carpet of Spikes: passive cooldown reduced|20s|15s}} | | changes 4 = *{{buff|Carpet of Spikes: passive cooldown reduced|20s|15s}} | ||
| tiers | | changes 5 tiers = 4xx | ||
| changes 5 = *{{buff|Spiked Mines blast radius increased|15|19}} | | changes 5 = *{{buff|Spiked Mines blast radius increased|15|19}} | ||
| tiers | | changes 6 tiers = xx5 | ||
| changes 6 = *{{buff|Perma-spikes: Lasts 1 more round before expiring|3|4|undoc=y}} | | changes 6 = *{{buff|Perma-spikes: Lasts 1 more round before expiring|3|4|undoc=y}} | ||
| quote 1 tiers = 101 | | quote 1 = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. Along with this we made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades. | ||
| quote | | quote 2 = Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a ‘cross-pathable stage’ may work in some new niche. | ||
| quote 2 tiers = 101;201;301;401;501;011;021;031;041;051;001;xx2 | |||
| quote 3 = [W]e made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades. | |||
| quote 3 tiers = 4xx;x5x;xx4,041,051 | |||
}} | }} | ||
===[[Engineer Monkey (BTD6)|Engineer Monkey]]=== | ===[[Engineer Monkey (BTD6)|Engineer Monkey]]=== | ||
{{Research|I don't know if hero tier equivalent for overclock duration is based on ⌊Hero level / 4⌋ (floor division), ⌈Hero level / 4⌉ (ceiling division) or common rounding rules}} | {{Research|I don't know if hero tier equivalent for overclock duration is based on ⌊Hero level / 4⌋ (floor division), ⌈Hero level / 4⌉ (ceiling division) or common rounding rules}} | ||
{{BTD6 tower changes | {{BTD6 tower changes/new | ||
| version = 21.0 | | version = 21.0 | ||
| tower = Engineer Monkey | | tower = Engineer Monkey | ||
| path 2 tier 1 cost before = 550 | | path 2 tier 1 cost before = 550 | ||
| path 2 tier 1 cost after = 250 | | path 2 tier 1 cost after = 250 | ||
| path 2 tier 2 cost before = 200 | | path 2 tier 2 cost before = 200 | ||
| path 2 tier 2 cost after = 350 | | path 2 tier 2 cost after = 350 | ||
| | | changes 1 tiers = 5xx | ||
| changes 1 = *{{buff|Sentry Paragon explosion damage increased|85|100}} | | changes 1 = *{{buff|Sentry Paragon explosion damage increased|85|100}} | ||
| tiers | | changes 2 tiers = 031 | ||
| changes 2 = *{{buff|Oversize Nails increases Cleansing Foam pierce|10|15}} | | changes 2 = *{{buff|Oversize Nails increases Cleansing Foam pierce|10|15}} | ||
| | | changes 3 tiers = x4x | ||
| changes 3 = *{{neutral|Overclock duration formula has been reworked to apply on a tier by tier basis rather than just lasting for a shorter duration based on the cost of the tower.|note=Overclock used on T3 duration remains the same at 100% (60s)}} | | changes 3 = *{{neutral|Overclock duration formula has been reworked to apply on a tier by tier basis rather than just lasting for a shorter duration based on the cost of the tower.|note=Overclock used on T3 duration remains the same at 100% (60s)}} | ||
**{{nerf|Overclock used on T5 duration reduced|60s|30s}} | **{{nerf|Overclock used on T5 duration reduced|60s|30s}} | ||
| Line 361: | Line 346: | ||
**{{buff|Overclock used on T0 duration increased|60s|105s}} | **{{buff|Overclock used on T0 duration increased|60s|105s}} | ||
**{{neutral|Overclock used on Hero duration based on Hero tier : Hero level / 4, ''ie.'' Level 8 is equivalent to T2 duration|note=Hero tier starts at level 0 rather than 1}} | **{{neutral|Overclock used on Hero duration based on Hero tier : Hero level / 4, ''ie.'' Level 8 is equivalent to T2 duration|note=Hero tier starts at level 0 rather than 1}} | ||
| quote 3 = We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price. | | quote 1 = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam as well as an overall price buff to the middle crosspathing upgrades. We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price. | ||
| quote | | quote 2 = Engineer is quite poor in terms of crosspathing, so we’ve added [...] an overall price buff to the middle crosspathing upgrades. | ||
| quote 2 tiers = x1x;x2x | |||
| quote 3 = Engineer is quite poor in terms of crosspathing, so we’ve added crosspath benefits to Cleansing Foam [...] | |||
| quote 3 tiers = 031 | |||
| quote 4 = We’ve been somewhat unhappy with how Overclock sits in the game for a while and especially how the interaction with tower cost causes levelling heroes naturally to be far advantageous over purchasing upgrades when this is already underused. We have made an attempt to rework these issues by moving it to a tier-based system rather than price. | |||
| quote 4 tiers = x4x | |||
}} | }} | ||
Revision as of 05:26, 19 August 2025
| This article is a stub. You can help out by expanding it. The editor who added this notice elaborates: Update all towers, general changes, and the gallery artworks for update 21.0 |
Version 21.0 is the seventh major update to Bloons TD 6 of 2020. This update, themed around Halloween, introduced a new intermediate map Encrypted, new Achievements and new Cosmetics available in the Trophy Store.
Additions
Template:BTD6 achievement list by introduced
Cosmetics
Update 21.0 is themed around Halloween, added cosmetics mostly follow that theme. New limited-time trophy store items are recurring yearly for the Halloween season.
| Item | Category | Trophy Store? |
|---|---|---|
| Bloons ― All Bloon Skins | ||
| Bloons ― MOAB Skins | ||
| Bloons ― Pop FX | ||
| Co-op ― Sound Emotes | ||
| Game & UI ― Music Tracks | ||
| Game & UI ― Power Skins | ||
| Game & UI ― Power Skins | ||
| Game & UI ― Power Skins | ||
| Monkeys ― Pets | ||
| Monkeys ― Pets | ||
| Monkeys ― Projectiles | ||
| Monkeys ― Projectiles | ||
| Monkeys ― Projectiles | ||
| Monkeys ― Upgrade FX |
| Item | Type |
|---|---|
| Regular | |
| Regular | |
| Regular | |
| Regular |
General changes
- Stats summary now displays upon Game Over in freeplay
Buff Icons
- A rather massive behind the scenes overhaul of the Buff Icons system, and they will also not clip out the edges of the map anymore.
| “ | The Insta-monkey system in BTD6 has evolved a lot since launch, from a farmable mechanic to grant easier wins into more of a collection system. With this, we have found that while the initial intention was to give a nice beefy reward for any win, this has resulted in Tier 3 and 4 insta-monkeys being far too common while Tiers 0-2 are much more coveted with no farmable way to get them. We have decided to work on this by redefining the free reward earned on round 100, instead of being a random chance of Tier 3 or 4 rewards will now follow this logic — Update notes |
” |
- Beginner maps: Insta reward range Tier 0 to Tier 2
- Intermediate maps: Insta reward range Tier 1 to Tier 3
- Advanced maps: Insta reward range Tier 2 to Tier 4
- Expert maps: Insta reward range Tier 3 to Tier 4
- Round 200 and higher remains at the past Tier 3 to Tier 4 regardless of difficulty
| “ | Following up on the changes in 20.0 in relation to making for smaller and faster updates, additional changes have been made to more efficiently and correctly clean up old bundles when updating before downloading new & changed files | ” |
- Added Hover/Tap and hold state to all medals on the stats screen
- Odyssey Menu now supports the display of a seasonal theme
- Added in a ‘Loop’ option to the Jukebox for current song
- After having had a name set at least once before, Monkey Names can now be edited from the Player profile page
- Added Search Functionality to the Achievements menu
- Hidden Achievements now appear in the Achievements menu and display progress before being completely unlocked. Description & title will remain hidden until the achievement is earned. You can find these by searching for ‘???’
Desktop version
- Added a new options toggle to disable the precision ‘Nudge Mode’. With this disabled towers will always snap to where you click during placement
- Your ‘Placement Mode’ is now saved locally per device rather than in your player save
- In addition to ESC acting as a general hybrid back/pause button, the Tilde/Backquote key (~) will now act as an instant uninterruptible pause (unless you lose) that will only open the pause menu, not close it. As with all hotkeys this can be remapped from the options in the main menu.
- Scrolling with the mouse wheel will now move at the correct speed on scroll-able menus that go from side-to-side
- Uninstallation on steam will now open an additional prompt to remove all login information from your machine as well
Towers
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: I'm not sure about the exact details because nk didn't fully explain in patch notes |
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
Template:BTD6 tower changes/new
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: I don't know if hero tier equivalent for overclock duration is based on ⌊Hero level / 4⌋ (floor division), ⌈Hero level / 4⌉ (ceiling division) or common rounding rules |
Template:BTD6 tower changes/new
Heroes
| “ | Churchill is a chunky, expensive & slow levelling powerful hero, when he was launched he fit well in this spot but his synergies have not aged well. We have started with a small XP adjustment and greatly improved the power of his MOAB Barrage — Update notes |
” |
| Levels | Changes |
|---|---|
| 10 |
|
| 20 |
|
| “ | It felt fitting for so many reasons right now, but in addition to Unpopped Army buffs Ezili will now offer them a large pierce boost who then in turn offer up an improved cleanup tower to assist Ezili in dealing with with her main weakness — Update notes |
” |
| Levels | Changes |
|---|---|
| 11+ |
|
| “ | We feel that applying the entire recent Roar nerf right away from level 3 was a mistake. To alleviate the impact here we have increased the level 3 duration to a little more than it was — Update notes |
” |
| Levels | Changes |
|---|---|
| 3-13 |
|
| “ | Keeping in line with our “Slow” hero XP curve, Adora’s XP requirement will be reduced to match the new curve applied on Churchill — Update notes |
” |
| Levels | Changes |
|---|
| “ | While he has been highly underrated, we wanted to fit in a few quality of life tweaks to add overall nicety and smoothen progression. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3+ |
|
| 16 |
|
| 20 |
|
Bug fixes
- Co-op Purchasing multiple continues in a row should no longer end in situations where the game is stuck losing even though no Bloons are leaking for some players
- Resolved an issue with Co-op Black Medal not being properly displayed if you did not already possess the singleplayer Black Medal for that track
- Dad of Quincy pet should now be visible again & will be re-enabled for purchase in the Trophy store on 21.0
- Pets now have shadows
- Using a restart before beating round 100 in any game will no longer lock off the round 100 insta from being awarded
- Necro Bloons Reanimated & Transforming Tonics used now record to player stats
- Added support to prevent the game crashing at launch under some situations where Player files were corrupted
- Resolved an issue causing Advanced Challenge to sometimes not give any rewards at random
- Gears on ‘Geared’ map should now rotate at a rate that will cause the teeth of the gears to not fall out of sync
- Double tapping checkmark to place towers should no longer cause a crash
- Decimals have been cut off from displaying in challenge editor
- Jukebox should no longer scroll to the bottom of the song list when opened
- Etienne, Adora, Heli Pilot and Engineer should correctly play placement sounds
- Resolved some issues with selling towers crashing the game simulation
- Resolved a Race issue with the ‘Last’ set round in a race being completed before the final Bloon of a previous round is popped caused the timer to continue for a second before victory being recorded
- Updated Spring Spring map icon to match the actual map
- Fixed some layering issues with Top Hats and Glue
- Hitting ‘back’ from a monkey in the monkey menu no longer takes you all the way back to the primary menu
- Monkey Knowledge respec option should no longer sometimes open twice when pressed
- Odyssey stats correctly reset on replay
- Resolved an issue where in the challenge editor less ‘slots’ were displayed than actual towers there are in the game
- Current Race Rank will no longer disappear after opening rewards and exiting back out
- Resolved a co-op crash related to players attempting to reconnect to a lobby that has already launched when on a bad internet connection
- Co-op should correctly match all upgrades again after a resync
- Added polish to some UI which was clipping under certain resolutions
- Resolved some issues with a slight delay on the pause menu
- Adjusted size of Odyssey description box to allow for more detail
- Challenge Editor can again apply camo/regrow properties to apopalypse
- Resolved an issue where starting an apopalypse game & restarting immediately would cause it to not begin
Gallery
| This section is empty. You can help out by adding to it. |