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Instead of producing a variable number of crates per round depending on the value of sacrifices, it produces a maximum of 10 crates per round and the value of each crate scales with the value of sacrifices
Now produces a minimum of 1 $300 crate per round (previously could produce zero crates if the value of sacrifices was too low or it was placed as an Insta Monkey)
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
Monkey Village’s range at Primary Expertise has been increased slightly to open up downstream strategies by fitting additional Primary towers within range — Update notes
As currently it doesn’t feel as valuable to use the City buff versus other cash producing towers, the buff Monkey City applies to other cash producing towers in radius has been increased. — Update notes
Call to Arms ability suffers from uptime, for such an expensive upgrade which is such low range and purely support this makes it hard to use, so duration has now been increased to push it up to a 1/3rd uptime threshold — Update notes
Village Call To Arms doesn't have a place in current high level meta gameplay as grouped clusters of equal towers are never really ideal. As it stands, the village radius is not a large enough area to get lots of benefit to all of the towers that you would be spreading out and maintain any uptime on them. A seemingly huge change but perhaps not in practical use, so we will be looking for feedback on this and whether this reduces placement skill or the need for multiple Villages. — Update notes
Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages — Update notes
As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve. — Update notes
Primary Expertise’s own attack is unreliable due partly to low bounce distance, so this is being increased. Base level Monkeyopolis continues to over perform, so the baseline cash generation is reducing. — Update notes
Primary Expertise is gaining enough damage to allow it to continue to 1 shot MOABs until round 100, but in exchange it will attack slower for an overall power increase. — Update notes
The cooldown buff for top village is being improved as many Primary abilities you would use with it are already quite fast to cool down so the % increase feels minimal. — Update notes
Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade. — Update notes
Description changed ― All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns. → Increased range. All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns.