Fixed tower UI getting cut off when adding towers in Custom Challenges
Fixed Pat Fusty Roar animation
Fixed Pat Fusty squeeze 'Ghost' MOAB broken art assets
Fixed Follow option when viewing profiles in co-op lobbies
Fixed new Lead to Gold buff applying to 014 crosspath but not 013
Fixed some issues with Buccaneer MOAB Takedown hooks
[undocumented] Pirate Lord now always targets DDTs over ZOMGs, rather than always reserving 2 hooks for any ZOMG on screen and using 1 hook for one other "small" blimp.
Fixed a simulation-UI display issue (portraits not appearing)
Known Issue
Collection Event Rewards - for players who have not played the game since earning rewards over the holidays, you may crash on load; we are looking into the issue currently but in the meantime, if you launch the game offline it should load without issue! We apologize for the inconvenience and are working on getting this fixed as soon as we can.
Monkeys: Pineapple projectiles for Spiked Ball factory
Bloons: Trucker Hats, Lantern BFB skin, Pow Pop FX
Game & UI: BMC Street Party music track, Kabuki Ninja avatar, Heli Pilot avatar
Challenge Browser changes / additions[]
Challenges now allow users to toggle between Player Completion Rate (current number, which displays % of players who have beaten the challenge) & Win Rate (displays the total % of wins against losses)
Challenge Browser now supports an option to "hide" challenges from searches if you have already completed them
Added a 'follow user' option & 'Following' search to the challenge browser
Challenges that have been greyed out in searches from a previous version of the game will now update to blue again if they are passed on a newer version without using double cash by enough players
Challenge browser now supports filtering challenges by maximum number of rounds & minimum number of rounds. This filter will unfortunately not work on existing challenges.
Challenge browser win rates now support displaying >99% & <1% for win rate, if a challenge is not quite actually 100% or 0%.
Challenge browser has had some general improvements & optimization to filters, sorting, searching & returning from a challenge
Added an option to disable Double Cash in challenge creation
Big Changes / Additions[]
Added warnings to some screens which had started to be blocked from loading under certain settings in VPN's & other 3rd party DNS based filters.
Reworking of tower upgrade UI when hovering/holding over upgrades
Added a first-time pop-up for targeting priorities
First ever continue to be used is now free
Added a 'customized rounds' icon for when rounds are changed in Odyssey/ Race
Improved sorting of race leaderboard scores
Apopalypse screen will now display a victory at round 60
Some new profile stats have been added, Most Experienced Monkey & its XP, Insta Collection progress, & Collection Chests opened (This stat begins tracking now)
Center lanes widened on the intermediate map Bazaar to allow Medium placement.
Bug Fixes & General Changes[]
Resolved some map specific FX not speeding up their animations when in 3x speed
Resolved an issue that would cause pets to continue playing their SFX after being sold
Resolved some issues causing Bloons to choose path inconsistently when tracks split off in multiple directions
Fixed login prompts which had stopped working for guest users
Login page should correctly load in the webview
A number of localization issues resolved
Improved tutorial to feel less clunky
Resolved some collision on Flooded Valley
Snap of Your Fingers achievement correctly works again for players with Double Cash
The corner of some random Heli can no longer be spotted in the corner of Chutes
Resolved an issue with Techbots linked to engineers not remembering to trigger Overclock after loading a save
Resolved an issue with Odyssey wins getting mixed up with regular wins sometimes
Restarting apopalypse will no longer pause the game
Resolved an issue with Flooded Valley blocking vision on some towers at times when it should not
Added some instruction for how to unlock locked maps
Minor UI fixes and optimizations in a few places
Some general minor cleaning up of UI in challenge creation
Changing hero skin right before a co-op game should no longer cause a desync
Monkey Sub
2xx Advanced Intel no longer gains camo detection from Lvl 1 Etienne or Dartling
3xx & 4xx Subs have had some optimizations to unnecessary code
4xx Sub correctly layers assets onto regrow Bloons again
5xx Sub inconsistencies resolved with how buffs were applying
Monkey Ace
No longer locks in place after enabling wingmonkey and then disabling knowledge
Mortar Monkey
xx4 Shattering Shells removing fortification should now reflect the children Bloons losing their fortification as well towards the damage counter
Wizard Monkey
110 Fireball now correctly ignores blockers with Guided Magic
Necromancer no longer depletes grave from current round before previous
Alchemist
3xx Berserker Brew no longer closes open UI panels when buffing selected tower
Monkey Village
x1x Regrow Blocker has had some inconsistencies fixed
Engineer
5xx Paragon Sentry "can always sell" property on sentries has been fixed to work in challenges as well
Dartling Gunner
Can no longer shoot over walls when locked on top of them
Lock Targeting Reticle now scales in size to reflect accuracy changes
4xx Plasma Accelerator no longer creates Plasma Pools when beams are obstructed but would be crossing streams if they were not
Striker Jones
Is no longer so terrified of MOAB Class Bloons that he is occasionally rendered speechless by the mere sight of them
Obyn Greenfoot
Track items should once again always be retained when loading saves
Ezili
Lvl 11 description updated to reflect interaction with Necromancers
Pat Fusty
Visual effects should all work correctly again while Pat is placed in water
Resolved a crash caused by chinooking Pat under specific circumstances
Knowledge
Backroom Deals knowledge once again works
Balance Changes[]
Dart Monkey
“
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.
Crossbow Master is completely unaffected by these changes. Despite NK stating that all Tier 5 Dart Monkeys are not affected by this change, only the Crossbow Master damage is unchanged. Ultra-Juggernaut's small secondary Juggernaut balls are not affected by this change, and Ultra-Juggernaut's ultra-juggernaut balls are not affected by the pierce decrease.
[undocumented] Ultra-Juggernaut base damage increased (4 → 5)
Boomerang Monkey
“
Small price adjustment to push when you get this tower a little closer to when it's useful.
”
~ Ninja Kiwi
Glaive Lord costs less ($40,000 → $35,000)
Bomb Shooter
“
Small nerf to the regular-Bloon power of MOAB Mauler's domination.
”
~ Ninja Kiwi
MOAB Mauler deals less extra damage to Ceramics (+4 → +3). Does not affect MOAB Assassin or above.
Tack Shooter
“
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.
”
~ Ninja Kiwi
The Tack Zone damage increased (1 → 2)
The Tack Zone base range decreased (46 → 30)
The Tack Zone pierce decreased (9 → 4). Does not affect 0-2-5.
0-1-5 The Tack Zone range decreased (50 → 34)
0-2-5 The Tack Zone range decreased (54 → 50)
Ice Monkey
“
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.
”
~ Ninja Kiwi
Embrittlement costs less ($3000 → $2200)
Arctic Wind costs less ($3200 → $2900)
Cryo Cannon costs less ($2000 → $1750)
Snowstorm ability cooldown decreased (60s → 30s)
[undocumented] Absolute Zero ability now has an initial cooldown of 50% the original cooldown
Glue Gunner
“
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.
”
~ Ninja Kiwi
Bloon Dissolver price reduced ($2700 → $2600)
Bloon Liquifier pierce increased (1 → 2).
MOAB Glue slow amount on MOABs reduced (0.625x → 0.75x). Remains at 0.625x for Relentless Glue.
Sniper Monkey
“
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.
”
~ Ninja Kiwi
Cripple MOAB now deals +20 damage to MOAB-class
Supply Drop's shrapnel pierce increased (3 → 6)
Monkey Sub
“
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.
[undocumented] 5-1-0 and 5-2-0 Energizer has less pierce (1200 → 1020 for 5-1-0, 1200 → 1050 for 5-2-0)
Monkey Ace
“
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.
”
~ Ninja Kiwi
Monkey Ace dart projectile size increased (2 → 3)
Monkey Ace attack cooldown reduced (2.1s → 1.68s)
Rapid Fire attack rate buff decreased (0.6x → 0.75x)
Spectre and Flying Fortress attack speed bonus from Rapid Fire remains the same.
Exploding Pineapple base attack cooldown decreased (3s → 2s)
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.
”
~ Ninja Kiwi
Plasma Accelerator can now apply Laser Shock with the beam as well as focal point
[undocumented] Plasma Accelerator's beam now applies +10 MOAB-class damage too
Buckshot projectiles now knock back non-MOAB-class bloons by a small amount on hit, similar to Super Monkey's Knockback but sends hit bloons ~33% backwards
Wizard Monkey
“
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.
”
~ Ninja Kiwi
Wizard Lord Phoenix price decreased ($60,000 → $54,000)
Wizard Lord Phoenix's Fireball damage increased (1 → 9)
Wizard Lord Phoenix's Dragon's Breath damage increased (1 → 2)
Prince of Darkness pops retained in graveyard increased (2 → 3)
Prince of Darkness grave required for damage stacks increased (200 → 300)
Alchemist
“
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.
”
~ Ninja Kiwi
Lead to Gold now deals +9 damage to Leads and visible DDTs
Druid
“
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.
”
~ Ninja Kiwi
Ball Lighting price decreased ($6000 → $5500)
Superstorm's superstorm pierce consumptions is now decreased for all MOAB-class bloons:
MOAB: 20 → 5
BFB: 50 → 20
ZOMG: 200 → 50
DDT: 50 → 10
Banana Farm
“
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.
”
~ Ninja Kiwi
Monkey Bank price increased ($3300 → $3500)
Spike Factory
“
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.
”
~ Ninja Kiwi
Base Spike Factory cost increased ($800 → $1000)
Faster Production cost decreased ($700 → $600)
Even Faster Production cost decreased ($900 → $800)
Spike Factory base attack rate increased (2.2s → 1.75s)
Spike Factory attack speed bonus decreased (0.6x → 0.8x, or +66% → +25%), for less attack speed (1.32s → 1.4s)
Spike Factory attack speed bonus increased (0.75x → 0.70x, or +33% → +42%), for more attack speed (0.99s → 0.98s)
Carpet of Spikes price reduced ($42,000 → $40,000)
[undocumented] Base Super Mines attack speed increased (4.4s → 3.5s)
[undocumented] 5-1-0 Super Mines attack speed decreased (2.64s → 2.8s)
[undocumented] 5-2-0 Super Mines attack speed increased (1.98s → 1.96s)
Note: Perma-Spike's base attack speed remained the same, which meant the attack speed crosspaths were nerfed.
Monkey Village
“
Call to Arms didn't last enough in some critical situations where it could have made the difference, so this duration has been increased slightly.
”
~ Ninja Kiwi
Call To Arms duration increased (10s → 12s). Does not affect Homeland Defense.
Engineer Monkey
“
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.
”
~ Ninja Kiwi
Deconstruction now grants all spawned Sentries with +1 damage to MOAB-class and +1 damage to Fortified
4-0-1 Sentry expert now increases sentry pierce by roughly 25% instead of +1
4-0-1 Crushing Sentry pierce increased (22 → 28)
4-0-1 Bomb Sentry pierce increased (30 → 38)
4-0-1 Cold Sentry pierce increased (15 → 19)
Overclock's main attack's projecitle speed increased (375 → 750)
Overclock's main attack's pierce increased (3 → 15)
Ultraboost's main attack's pierce increased (3 → 30)
The last Gwendolin change didn't come through as well as intended for a number of reasons, so while keeping true to the intention behind this change it has been improved across the board to properly buff this again
”
~ Ninja Kiwi
Natural Heat It Up should trigger roughly +50% more at all levels
Level 4's Heat It Up ability triggers after 40 shots instead of 60. Therefore, cooldown is now 20 seconds instead of 30 seconds, +50% faster rate.
Level 12's Heat It Up ability triggers after 48 shots instead of 70. Therefore, cooldown is now 19.2 seconds instead of 28 seconds, +45.83% faster rate.
Level 15's Heat It Up ability triggers after 64 shots instead of 90. Therefore, cooldown is now 19.2 seconds instead of 27 seconds, +40.63% faster rate.
Level 18's Heat It Up ability triggers after 70 shots instead of 110. Therefore, cooldown is now 10.5 seconds instead of 16.5 seconds, +57.14% faster rate.
Adora
“
Ball of Light's power before level 20 has been improved to scale through the mid game better
”
~ Ninja Kiwi
Level 10-14 Ball of Light damage increased compared to Adora's base damage (+1 to +2)
15-19 Ball of Light damage increased compared to Adora's base damage (+1 to +3)
Lv20 Ball of Light remains at +18 compared to Adora's base damage (20)
Etienne
“
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.
”
~ Ninja Kiwi
Level 10-14 UCAV duration reduced (20s → 18s)
Level 15+ UCAV duration reduced (25s → 20s).
Some 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
Gallery[]
Videos[]
Bloons TD 6 23.0 Update - NEW MAP, TROPHY STORE ITEMS & more!