Update history:Bloons TD 6/Version 36.0

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Version 36.0
Artwork representing version 36.0
Release dates
Steam4 April 2023[1]

Version 36.0 is the second major update to Bloons TD 6 of 2023. This update introduced the new tower Beast Handler, the map Polyphemus, Quests, and new achievements.

Additions

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Quest Category
  Quincy, Student of Quincy Tutorials
  Keep Up With Biker Bones! Challenges
  Epic Beast Quest Tales
 
Side Quest
Complete a Quest
Reward(s):   100,   Tier 2 ×2
 
150K
World League Training
Have 150,000 Beast Handler XP at once
Reward(s):   200

Cosmetics

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General changes

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We apologize to the players who were comfortable with the “buttonized” target priorities, but many players were confused by that implementation, so we’re hoping this is a better, clearer UI for all.
  • Reworked towers with secondary attack target options to use a smaller icon for this target that is no longer linked to the target priority display.

Bug Fixes

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  • Resolved an issue with damage bonuses to ‘stunned targets’ where the bonus was not always being applied correctly to targets that were stunned again before their previous stun expired
  • Resolved a number of cases of UI not fitting correctly in some resolutions
  • Resolved a softlock that could occur canceling request to join a team and reapplying to the same team
  • Resolved sparkle effect not playing on Instamonkey Black borders when viewed through the in game Powers menu
  • Resolved some issues with some textures loading with low resolutions
  • Made a number of corrections to tower descriptions
  • Resolved an issue where certain pets could move under raised terrain and become hidden
  • Resolved a game crash that could occur when you select a tower and then quickly perform a tap-hold-drag action.
  • Resolved an issue with UI breaking after attempting to create a team without enough monkey money
  • Added some tap feedback to buttons which did not give feedback
  • A number of localization fixes
  • Resolved an issue that could prevent claiming prime gaming rewards
  • Resolved an issue with Odyssey extreme overlay being cropped on wide devices
  • Added an audio prompt when players join co-op lobbies
  •   Resolved an issue that could prevent paragons from sacrificing their T5 towers (bug fix)
  •   Resolved an issue with placement behind the water tower on Middle of the Road (bug fix)

Event bug fixes

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  • Resolved an issue with Boss Checkpoints not being offered if taking 20 rounds to lose to a boss (bug fix)
  • Resolved an issue with Boss co-op lobbies not respecting main boss menu ranked checkbox option (bug fix)
  • Resolved an issue that could allow guest accounts to load into co-op event lobbies (bug fix)
  •   Resolved an issue with Bosses scaling their health both from Boss & MOAB multipliers (bug fix)
  •   Added Retry Last Round functionality to co-op Boss events
  • Resolved a number of Boss HP scaling inconsistencies (bug fix)
  • Resolved an issue where T5 bosses would defeat the player earlier than intended (bug fix)
  • Corrected the format of CT Time Attack score display (bug fix)
  •   Resolved an issue where CT Team tickets may not refresh as often as they should (bug fix)
  •   Flagged accounts will now restore their captured CT tiles to the previous owner
  • Resolved an issue that could prevent some Teams from appearing when searched (bug fix)
  • Resolved an issue that could prevent players from accepting an invite to a team (bug fix)

Towers

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Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range.
— Update notes
Tiers Changes
X-X-4 Sharp Shooter
  •   Range increased ― 56 → 60
    • Note: +25% over xx2
X-X-5 Crossbow Master
  •   Upgrade cost reduced ― $23,500 → $21,500
  •   Range increased ― 76 → 80
    • Note: +33% over T4
Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap. Glaive lord is too expensive for so low a single target tower so this is going down. We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it.
— Update notes
Tiers Changes
3-X-X Glaive Ricochet
  •   Upgrade cost reduced ― $1,300 → $1,200
  •   Glaives: Projectile ignores obstacles
  •   Pierce increased ― 50 → 60
    • Note: MOAR Glaives unaffected
  •   Jump distance increased ― 62.5 → 90
4-X-X M.O.A.R Glaives
5-X-X Glaive Lord
  •   Jump distance reduced ― 187.5 → 180
5-X-X Glaive Lord
  •   Upgrade cost reduced ― $32,400 → $29,400
Paragon
  •   Boomerang Paragon grants 0.9× rate to other primary towers including paragons
Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3.
— Update notes
Tiers Changes
2-X-X Even Faster Shooting and all crosspaths
  •   Even Faster Shooting attack cooldown bonus reduced ― 60%s → 75%s
    • Note: 3xx and above unaffected
5-X-X Inferno Ring
  •   "Targeting priority inconsistency resolved" (bug fix)
Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5. While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here.
— Update notes
Tiers Changes
X-3-X Arctic Wind
X-4-X Snowstorm
  •   Arctic Wind slow aura reduced ― 60% → 50%
    • Note: Absolute Zero unaffected
X-X-3 Cryo Cannon and further upgrades
  •   Pierce increased ― 20 → 30
    • Note: Also affects x-2-x crosspath (30 → 40)
Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value.
— Update notes
Tiers Changes
4-X-X Bloon Liquefier
  •   Bloon Liquifier attack cooldown decreased ― 1s → 0.75s
5-X-X The Bloon Solver
  •   Glue puddles: duration increased ― 5s → 7.7s
  •   Glue puddles: pierce increased ― 1 → 3
  •   Glue puddles: no longer filter out glued targets
5-1-0 The Bloon Solver + Bigger Globs
  •   Glue puddles: pierce increased ― 3 → 4
5-0-1 The Bloon Solver + Stickier Glue
  •   Glue puddles: duration increased ― 5s → 16.8s
X-X-4 Relentless Glue
X-X-5 Super Glue
  •   On-pop stun: pierce increased ― 3 → 6
  •   On-pop stun: duration increased ― 0.5s → 1s
0-1-4 Relentless Glue + Bigger Globs
0-1-5 Super Glue + Bigger Globs
  •   On-pop stun: pierce increased ― 3 → 7
0-2-4 Relentless Glue + Glue Splatter
0-2-5 Super Glue + Glue Splatter
  •   On-pop stun: pierce increased ― 3 → 9
Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway.
— Update notes
Tiers Changes
0-X-5 Elite Defender
  •   Bonus MOAB-class damage increased ― +2 → +4
1-0-5 Elite Defender + Full Metal Jacket
  •   Bonus MOAB-class damage increased ― +3 → +4
    • Note: Full Metal Jacket no longer increases MOAB Damage by 1
2-0-5 Elite Defender + Large Calibre
  •   Large Calibre no longer increases MOAB Damage by 1
    • Note: Bonus MOAB remains at +4
We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well. We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction.
— Update notes
Tiers Changes
1-X-X Faster Shooting
  •   Upgrade cost reduced ― $350 → $275
2-X-X Double Shot
  •   Upgrade cost reduced ― $550 → $425
X-2-X Hot Shot and all crosspaths
X-3-X Cannon Ship
X-4-X Monkey Pirates
  •   Hot Shot DoT: damage increased ― 1 → 2
1-3-0 Cannon Ship + Faster Shooting and further upgrades
  •   Faster Shooting crosspath now reduces attack cooldown of the cannon by 25%
X-4-X Monkey Pirates
  •   Cannonball: bonus to MOAB-class reduced ― +6 → +3
X-4-X Monkey Pirates
X-5-X Pirate Lord
  •   Cannons: gain +100% attack speed (undocumented)
X-5-X Pirate Lord
  •   Cannonball: damage decreased ― 5 → 3
  •   Cannonball: MOAB-class bonus decreased ― +10 → +6
  •   Cannon frags: damage decreased ― +10 → +6
  •   Cannon frags: MOAB-class bonus decreased ― +5 → +4
X-X-1 Long Range
  •   Upgrade cost increased ― $180 → $200
X-X-2 Crow's Nest
  •   Upgrade cost reduced ― $400 → $350
For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently.
— Update notes
Tiers Changes
X-3-X Downdraft and further upgrades
  •   Downdraft: now removes ice & glue mutators from blown Bloons
X-4-X Support Chinook
X-5-X Special Poperations
  •   Heli redeploy ability cooldown reduced ― 60s → 45s
Dragon’s Breath will still be great, just a little less excessively so
— Update notes
Tiers Changes
5-X-X Archmage
  •   Dragon's Breath: attack cooldown increased ― 0.05s → 0.0625s
  •   Dragon's Breath: no longer deals +1 damage to Ceramic
X-3-X Dragon's Breath and further upgrades
  •   Dragon's Breath: attack cooldown increased ― 0.1s → 0.125s
  •   Dragon's Breath: no longer deals +1 damage to Ceramic
Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs
— Update notes
Tiers Changes
X-X-4 Dark Champion
  •   Upgrade cost reduced ― $60,000 → $55,555
  •   Camo bonus increased ― +1 → +2
X-X-4 Dark Champion
X-X-5 Legend of the Night
  •   Projectiles bounce (like Quincy) 0.1s delay
X-X-5 Legend of the Night
  •   Camo bonus increased ― +1 → +4
  •   MOAB-class bonus increased ― +8 → +13
Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. Ninja currently appears to be the least competitive paragon, & as it is also very similar in cost to the Navarch we feel that lowering Ninja into its own price range will fill a bit of a cost-gap and increase the effective value it has for the cost.
— Update notes
Tiers Changes
5-0-2 Grandmaster Ninja + Caltrops
  •   Caltrops: pierce increased ― 5 → 6
X-X-2 Caltrops and all crosspaths
X-X-3 Flash Bomb and further upgrades
  •   Caltrops: lifespan reduced ― 70s → 35s
X-X-5 Master Bomber
  •   Caltrops: damage increased ― 1 → 5
  •   Caltrops: now gains +5 bonus damage to ceramic
Paragon
  •   Paragon cost reduced ― $600,000 → $500,000
Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
— Update notes
Tiers Changes
X-3-X Druid of the Jungle
  •   Upgrade cost increased ― $950 → $1,050
X-4-X Jungle's Bounty
  •   Upgrade cost reduced ― $5,000 → $4,900
X-4-X Jungle's Bounty
X-5-X Spirit of the Forest
  •   Ability base income increased ― $240 → $320
Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce.
— Update notes
Tiers Changes
3-X-X Spiked Balls and further upgrades
  •   Pierce reduced ― 14 → 12
X-X-5 Perma-Spike
  •   Pierce reduced ― 50 → 25
  •   Damage increased ― 10 → 15
1-0-5 Perma-Spike + Bigger Stacks
2-0-5 Perma-Spike + White Hot Spikes
  •   Pierce reduced ― 90 → 45
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
Tiers Changes
X-X-4 Monkey City
X-X-5 Monkeyopolis
  •   Cash generation bonus increased ― 15% → 20%
XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
— Update notes
Tiers Changes
0-2-4 Bloon Trap + Deconstruction
0-2-5 XXXL Trap + Deconstruction
  •   Deconstruction crosspath grants Bloontraps the ability to de-fortify anything it consumes prior to capturing
X-X-5 XXXL Trap
  •   Bloontrap deploy rate reduced ― 2.8s → 5.8s
2-0-5 XXXL Trap + Faster Engineering
  •   Faster Engineering crosspath 'should now work' and actually make Bloontrap’s cooldown faster
  •   Bloontrap deploy rate reduced ― 2.8s → 3.48s

Heroes

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Adora skyrocketed in value with her fortification changes and this has been great, but the initial fort bonus she gains doesn't feel like it needs to immediately start at +2 given her base damage of only 1
— Update notes
Levels Changes
9–12
  •   Divine Bolt: bonus damage to Fortified Bloons reduced ― +2 → +1
13–18
  •   Divine Bolt: bonus damage to Fortified Bloons reduced ― +3 → +2
19+
  •   Divine Bolt: bonus damage to Fortified Bloons reduced ― +4 → +3
Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle
— Update notes
Item Changes
Stack of Old Nails
  •   Rounds to replenish reduced ― 5 → 1
  •   Amount replenished reduced ― 2 → 1
  •   Levels 16+: pierce increased ― 14 → 24
  •   Levels 16+: damage type changed ― Sharp → Normal
Jar of Pickles
  •   Cooldown penalty increased ― ×1.25 → ×1.33
Tube of Amaz-o-Glue
  •   Levels 17+: MOAB-Class pierce penalties reduced
    • MOAB: +9 → +4
    • BFB: +19 → +9
    • DDT: +19 → +9
    • ZOMG: +49 → +24
Fertilizer
  •   Duration reduced ― 5 rounds → 4 rounds
Pet Rabbit
  •   Pierce increased ― 10 → 15
  •   Max damage boosts increased ― 30 → 40
  •   Boost threshold requirement reduced ― 3000 → 2250
The Spike Traps on Dark Dungeons weren’t intended to have a stun element and having this has scaled them through the game more effectively than intended, this has caused some balance implications so we are reducing the duration of the stun significantly. We also wanted to try out a few tweaks to the secret statue, allowing v2 to 1shot super ceramics, and v3 to 1shot fortified super ceramics along with a slight projectile speed increase on each upgrade.
— Update notes
  •   Spike Traps stun lifespan reduced ― 6s → 1s
  •   Dungeon Statue ball v2 projectile speed ― 24 → 30
  •   Dungeon Statue ball v2 damage ― 50 → 100
  •   Dungeon Statue ball v2 moab bonus ― 200 → 150
  •   Dungeon Statue ball v2 cost ― $150,000 → $100,000
  •   Dungeon Statue ball v3 projectile speed ― 24 → 36
  •   Dungeon Statue ball v2 damage ― 100 → 150
  •   Dungeon Statue ball v3 moab bonus ― 400 → 350
  •   Dungeon Statue ball v3 cost ― $300,000 → $200,000

Release descriptions

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App Store / Google Play

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Awesome New Tower Update!

• The Beast Handler commands powerful land, water and air beasts to help you fight against the Bloons.

• Quests. Go on fun and challenging quests and learn about some Monkey personalities!

• New Intermediate map, Polyphemus.

• Trophy store items, quality of life improvements, balance changes and much more!

Video

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References

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