Update history:Bloons TD 6/Version 23.0

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The editor who added this notice elaborates: Add the Steam and Mobile dates
Version 23.0
Artwork representing version 23.0
Release dates
Steam2 February 2021 [1]

Version 23.0 is the first major update to Bloons TD 6 of 2021. This update introduced the map Ravine alongside changes to the Challenge Editor.

Additions

Cosmetics

Trophy Store

Item Category Trophy Store?
Bloons ― All Bloon Skins  
Bloons ― MOAB Skins  
Bloons ― Pop FX  
Game & UI ― Music Tracks  
Monkeys ― Projectiles  

Changes

  This section is incomplete. You can help out by expanding it.
The editor who added this notice elaborates: To be added:
  • Challenge Browser
  • "Big Changes / Additions"
  • "Bug Fixes & General Changes"
  • Other towers

Challenge Editor

Towers

While we’re happy with Dart Monkey being a more niche or early use tower, too many people were finding Juggernaut itself even further niche or lackluster on first impression. While retaining the overpower power potential we’ve added a beefy impact to each individual target hit, and we’ve tweaked sharpshooter slightly to provide similar power but with more of a speed focus to enable more distinct crosspath choice between speed and pierce.
— Update notes
Tiers Changes
4-X-X Juggernaut
  •   Damage increased ― 1 → 2
  •   Pierce reduced ― 100 → 50
5-X-X Ultra-Juggernaut
  •   Main projectile: damage increased ― 4 → 5 (undocumented)
X-X-4 Sharp Shooter
  •   Attack cooldown reduced ― 0.85s → 0.75s
  •   Damage reduced ― 6 → 5
Small price adjustment to push when you get this tower a little closer to when it’s useful.
— Update notes
Tiers Changes
5-X-X Glaive Lord
  •   Upgrade cost reduced ― $40,000 → $35,000
Small nerf to the regular-Bloon power of MOAB Mauler’s domination.
— Update notes
Tiers Changes
X-3-X MOAB Mauler
  •   bonus to Ceramic reduced ― +4 → +3
    • Note: MOAB Assassin unaffected (+4)
With pierce and range on the base Tack Zone so high that increases weren’t noticeable the middle crosspath was underserved. To balance crosspathing we have reworked the base Tack Zone around lower values then improving them greatly for the crosspaths.
— Update notes
Tiers Changes
X-X-5 The Tack Zone
  •   Damage increased ― 1 → 2
  •   Range reduced ― 46 → 30
  •   Pierce reduced ― 9 → 4
0-2-5 The Tack Zone + Super Range Tacks
  •   Super Range Tacks grants Tack Zone +20 range bonus ― +3.9 → +20
    • Note: range reduced from 53.8 to 50
  •   Super Range Tacks grants Tack Zone +6 pierce bonus ― +1 → +6
    • Note: pierce unchanged at 10
Ice Monkey power is currently too bottom heavy and mid-to-higher tiers are neglected, so some tweaks to mid-tier upgrades have been made.
— Update notes
Tiers Changes
4-X-X Embrittlement
  •   Upgrade cost reduced ― $3,000 → $2,200
X-3-X Arctic Wind
  •   Upgrade cost reduced ― $3,200 → $2,900
X-4-X Snowstorm
  •   Snowstorm ability: cooldown reduced ― 60s → 30s
X-5-X Absolute Zero
  •   Absolute Zero ability: initial cooldown increased ― 0s → 20s (undocumented)
X-X-3 Cryo Cannon
  •   Upgrade cost reduced ― $2,000 → $1,750
Adjustments to top-path upgrades to make each step more noticeable. Very small nerf to the slow amount on MOAB Glue as it has for a long time held a dominating spot in MOAB support, but this same amount has been returned to the previous value at Tier 4. We are still looking at future improvements here, including reworking the priority tree of glue stacks.
— Update notes
Tiers Changes
3-X-X Bloon Dissolver
  •   Upgrade cost reduced ― $2,700 → $2,600
4-X-X Bloon Liquefier
  •   Pierce increased ― 1 → 2
X-X-3 MOAB Glue
  •   MOAB Glue: slow amount reduced ― 0.625x → 0.75x
    • Note: Relentless Glue unchanged
Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well..[sic]
— Update notes
Tiers Changes
5-X-X Cripple MOAB
  •   Bullet: damage increased ― 60 → 80
X-4-X Supply Drop and further upgrades
  •   Shrapnel: pierce increased ― 3 → 6
  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: Does the flat pierce buffs/nerfs of middle path affect Energizer too? Is it ever 1200 -> 1020 and 1200 -> 1050 with 5-1-0 and 5-2-0?
As Bloontonium Reactor rarely uses up enough pierce that the pierce crosspath would ever matter, a large chunk of this has been moved into the middle crosspath.
— Update notes
Tiers Changes
4-X-X Bloontonium Reactor
  •   Damage pulse: base pierce reduced ― 70 → 50
    • Note: Does not affect Energizer (1000)
4-1-0 Bloontonium Reactor + Barbed Darts
  •   Damage pulse: base pierce reduced ― 84 → 70
    • Note: Pierce bonus increased from +14 to +20
4-2-0 Bloontonium Reactor + Heat-tipped Darts
  •   Damage pulse: base pierce reduced ― 84 → 100
    • Note: Pierce bonus increased from +14 to +50
Monkey Ace was never intended to be a great starting tower and instead come into power at mid- and high-tier upgrades, but since the base tower feels lacking to new players (and some of us old timers) we decided to rework low tier power into the base tower. In addition to this we are experimenting with adding a small amount of homing to the spectre upgrade as rapid fire missing is not the intended design.
— Update notes
Tiers Changes
0-0-0 base tower
1-X-X Rapid Fire and further upgrades
X-1-X Exploding Pineapple and further upgrades
X-X-1 Sharper Darts
X-X-2 Centered Path
X-X-3 Neva-Miss Targeting
  •   Dart projectile size increased ― 2 → 3
0-0-0 base tower
0-1-X Exploding Pineapple and further upgrades
0-X-1 Sharper Darts
0-X-2 Centered Path
0-X-3 Neva-Miss Targeting
  •   Base Monkey Ace attack cooldown reduced ― 2.1s → 1.68s
1-X-X Rapid Fire
  •   Rapid Fire attack rate buff reduced ― 0.6× → 0.75×
    • Note: Spectre unchanged as it was always 0.75×. Exploding Pineapple and bombs from middle crosspath unchanged at 0.6×
  •   Attack cooldown remains at 1.26s
1-1-0 Rapid Fire + Exploding Pineapple and further upgrades
  •   Exploding Pineapple: attack cooldown reduced ― 1.6s → 1.2s
X-1-X Exploding Pineapple
0-1-1 Exploding Pineapple + Sharper Darts and further upgrades
X-2-X Spy Plane
  •   Exploding Pineapple: attack cooldown reduced ― 3s → 2s
X-X-4 Spectre and further upgrades
  •   Now has a slight seeking effect on dart projectiles
X-X-5 Flying Fortress
  •   Upgrade cost reduced ― $105,000 → $100,000
Further small buff to Comanche as prior balancing has not felt sufficient.
— Update notes
Tiers Changes
X-X-4 Comanche Defense
  •   Mini-Comanche passive summon: duration increased ― 12s → 15s
As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We’re happy enough with its time in the wild to make some first impression changes here which we hope you’ll continue to enjoy.
— Update notes
Tiers Changes
4-X-X Plasma Accelerator
  •   Plasma Accelerator can now apply Laser Shock with the beam as well as focal point
  •   Beam: now also deals +10 MOAB class damage (bug)
5-X-X Ray of Doom
  •   Upgrade cost reduced ― $110,000 → $95,000
1-4-0 Rocket Storm + Focused Firing and further upgrades
  •   Rocket Storm ability spread: reduction increased ― 30% → 60%
X-5-X M.A.D
  •   Upgrade cost reduced ― $65,000 → $60,000
X-X-3 Buckshot
  •   Upgrade cost reduced ― $4,000 → $3,800
X-X-3 Buckshot and further upgrades
  •   Buckshot: now knocks back non-MOAB class Bloons a small amount on hit
Despite ranking low overall, Wizard Lord Phoenix has dodged balance changes because of its extremely popular place as a challenge tower. With the rise of other towers in challenges, we’ve decided to start off buffing it based on its own merits in general gameplay. We’ve also added some previously intended minor changes to Prince of Darkness which were held back due to bugs that have now been resolved.
— Update notes
Tiers Changes
X-3-X Dragon's Breath
X-4-X Summon Phoenix
  •   Fireball: damage increased ― 1 → 3
X-3-X Dragon's Breath and further upgrades
  •   Fireball: radius increased ― 10 → 14
X-5-X Wizard Lord Phoenix
  •   Upgrade cost reduced ― $60,000 → $54,000
  •   Fireball: damage increased ― 1 → 9
  •   Dragon's Breath: damage increased ― 1 → 2
X-X-5 Prince of Darkness
  •   Pops retained in graveyard increased ― 2 rounds → 3 rounds
  •   Grave required for damage stacks increased ― 200 → 300
Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well.
— Update notes
Tiers Changes
X-X-3 Lead to Gold and further upgrades
  •   Main potion now does +9 damage to Lead properties
The most recent buff to Superstorm was great fun, but when spending pierce so quickly we wouldn’t see many extra Ball Lightnings. Since many find Superstorm lacking in pierce overall, the ‘extra’ pierce consumptions for hitting larger targets have been reduced to make it more effective and more lightningey.
— Update notes
Tiers Changes
4-X-X Ball Lightning
  •   Upgrade cost reduced ― $6,000 → $5,500
5-X-X Superstorm
  •   Superstorm: pierce penalty to MOABs reduced ― +19 → +4
  •   Superstorm: pierce penalty to BFBs reduced ― +49 → +19
  •   Superstorm: pierce penalty to ZOMGs reduced ― +199 → +49
  •   Superstorm: pierce penalty to DDTs reduced ― +49 → +9
Monkey Bank is just too stonks even without Benjamin. This nerf shouldn’t hurt it too much, but will make it snowball a little bit slower and balance with the other paths better.
— Update notes
Tiers Changes
X-3-X Monkey Bank
  •   Upgrade cost increased ― $3,300 → $3,500
Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power.
— Update notes
Tiers Changes
0-0-0 base tower
  •   Cost increased ― $800 → $1,000
0-0-0 base tower
1-0-X Bigger Stacks
2-0-X White Hot Spikes
3-0-X Spiked Balls
4-0-X Spiked Mines
X-0-1 Long Reach
X-0-2 Smart Spikes
X-0-3 Long Life Spikes
X-0-4 Deadly Spikes
  •   Base spike factory rate increased ― 2.2s → 1.75s
5-0-X Super Mines
  •   Rate increased ― 4.4s → 3.5s (undocumented)
5-1-0 Super Mines + Faster Production
  •   Rate reduced ― 2.64s → 2.8s (undocumented)
5-2-0 Super Mines + Even Faster Production
  •   Rate increased ― 1.98s → 1.96s (undocumented)
X-1-X Faster Production
  •   Upgrade cost reduced ― $700 → $600
  •   Faster Production rate buff reduced ― 0.6× → 0.8×
X-1-X Faster Production
1-1-0 Bigger Stacks + Faster Production
2-1-0 White Hot Spikes + Faster Production
3-1-0 Spiked Balls + Faster Production
4-1-0 Spiked Mines + Faster Production
0-1-1 Faster Production + Long Reach
0-1-2 Smart Spikes + Faster Production
0-1-3 Long Life Spikes + Faster Production
0-1-4 Deadly Spikes + Faster Production
  •   Rate reduced ― 1.32s → 1.4s
X-2-X Even Faster Production
  •   Upgrade cost reduced ― $900 → $800
  •   Even Faster Production rate buff increased ― 0.75× → 0.7×
X-2-X Even Faster Production and further upgrades
1-2-0 Even Faster Production + Bigger Stacks
2-2-0 White Hot Spikes + Even Faster Production
3-2-0 Spiked Balls + Even Faster Production
4-2-0 Spiked Mines + Even Faster Production
0-2-1 Even Faster Production + Long Reach
0-2-2 Even Faster Production + Smart Spikes
0-2-3 Long Life Spikes + Even Faster Production
0-2-4 Deadly Spikes + Even Faster Production
  •   Rate increased ― 0.99s → 0.98s
X-5-X Carpet of Spikes
  •   Upgrade cost reduced ― $42,000 → $40,000
0-1-5 Perma-Spike + Faster Production
  •   Rate reduced ― 3.6s → 4.8s (undocumented)
0-2-5 Perma-Spike + Even Faster Production
  •   Rate reduced ― 2.7s → 3.36s (undocumented)
Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well.
— Update notes
Tiers Changes
X-4-X Call to Arms
  •   Call to Arms ability: duration increased ― 10s → 12s
    • Note: Homeland ability duration unchanged (20s)
Sentry Expert has underperformed for a while, so we’re adding solid crosspathing buffs to all Sentries. We’ve added a pierce & speed boost to Overclock’s base upgrade and lowered the cooldown on Ultraboost to allow the possibility for it to achieve full uptime as a freeplay tower and get its stacks up faster. Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster.
— Update notes
Tiers Changes
4-0-1 Sentry Expert + Oversize Nails
  •   Oversize Nails increases Sentry pierce by roughly 25% instead of +1
    •   Crushing Sentry: pierce increased ― 22 → 28
    •   Bomb Sentry: pierce increased ― 30 → 38
    •   Cold Sentry: pierce increased ― 15 → 19
1-2-0 Deconstruction + Sentry Gun and further upgrades
  •   Deconstruction: now grants all Sentries +1 damage to Fortified & MOAB
X-4-X Overclock
  •   Pierce increased ― 3 → 15
X-4-X Overclock and further upgrades
  •   Projectile speed increased ― 375 → 750
X-5-X Ultraboost
  •   Pierce increased ― 3 → 30
  •   Ultraboost: ability cooldown reduced ― 45s → 35s
  •   Ultraboost: initial cooldown reduced ― 15s → 5s (undocumented)
X-X-4 Bloon Trap
  •   Bloon Trap: trap cooldown reduced ― 20s → 15s
2-0-4 Bloon Trap + Faster Engineering
2-0-5 XXXL Trap + Faster Engineering
  •   Faster Engineering: rate buff to Bloon Traps increased ― 0.8× → 0.6×

Heroes

  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: Add the intricate changes (it's not what NK says exactly...)
Ball of Light’s power before level 20 has been improved to scale through the mid game better
— Update notes
Levels Changes
10-14
  •   Ball of Light: damage increased compared to Adora's base damage ― +1 → +2
15-19
  •   Ball of Light: damage increased compared to Adora's base damage ― +1 → +3
20
  •   Ball of Light: remains at Adora's base damage +18
Etienne’s main power through mid-to-endgame intentionally comes from his UCAV, however it still overperforms and needs to be pulled back a bit.
— Update notes
Levels Changes
10-14
  •   UCAV: duration reduced ― 20s → 18s
15-19
  •   UCAV: duration reduced ― 25s → 20s

Known issues

  • 'Ghost' MOAB Class Bloons visible briefly during Pat Fusty Big Squeeze ability
  • Tower UI may break if too many actions are taken during garbage collection
  • Save integrity of any current Odyssey progress may have issues updating if not already completed

Official Patch notes on Reddit

References