Bloon Impact Bomb Shooters no longer ignore Black Bloons with Striker Jones lv5
Embrittlement correctly allows sharp damage to pop the Frozen Bloons again
Super Brittle Ice Monkey correctly applies debuff again, including to MOAB-class
Admiral Brickell level 5 Naval Tactics grants Normal damage to water towers again
Pat Fusty no longer grants Normal damage type with Rallying Roar
Resolved an issue that could occur when exiting a lobby that was entered via Deep Link
Fixed up some Deep Links related UI with Share/Shared icons
Ninja Kiwi has not named off every single case, but due to the damage type fixes in Version 25 any projectiles which had been assigned a 'corrupted damage type' thus defaulting to Normal should all be using their correct type now.
Other undocumented cases
[undocumented] Embrittlement now can directly pop bloons affected by brittling effect
[undocumented] Embrittlement now does 2 damage to a bloon struck by the +1 damage vulnerability to bloons
[bug fix] Super Brittle now applies damage vulnerability again, although only to bloons hit once again by the +4 damage vulnerability.
New non-trophy Music Track Sails Again, playable anytime via the Jukebox. Spice Islands, Off the Coast & Lotus Island also now rock this awesome track by default.
New Trophy Store Items
Heroes: Sauda Crane Pet, Pat Super Jump Placement
Monkeys: Banana Farm Chicken, Monkey Village Brazil Flag, Monkey Village USA Flag (whoever makes the most noise gets their flag next, and by noise we mean YouTube and Twitch views!)
Bloons: BTD4 Retro MOAB Skin, BTD4 Retro BFB Skin
Co-op: Player Numbers Emote, Trophy Winner Emote
Game & UI: Sharp Sauda Avatar, Portable Lava Lake
Game & UI: 2 Community designed Competition Avatars
u/ReconScoutTeemo Penguin Friend
u/Cyliia Gloo Gunner
Limited Time: It's a surprise, but keep your eyes out for a new item that first weekend in May
Key Features[]
Mini-Races - for granular ad hoc competition and more rewards! Don't worry - you don't have to race twice! Instead, all Racers now submit their scores to 2 leaderboards. The Mini-Race leaderboard (look for the tab button on the leaderboard screen) will segment players into smaller groups of 100 on a first come first added basis when your first time is recorded.
We love the fierce competition at the very top of the full leaderboard, but for players unable to compete for those wickedly fast times, we wanted to offer the chance to shine on their own more granular leaderboards and enjoy the excitement of shaving just a fraction of time from your score to move up the standings.
Yes, there's a little Contested Territory (Bloons Monkey City, and Adventure Time TD) thinking here but we wanted to greatly expand the range of competition within those pools so 100 players per Mini-Race made sense for that.
No, there are no badges for the Mini-Races, as it is incredibly important to us to not dilute the prestige of the main board rankings and badges.
Veteran Levels have been added to the game! After reaching max level, players can now continue to earn additional Veteran Levels. Every one of these requires a substantial amount of experience, but that per level requirement stays flat.
We have been listening to the feedback on this topic - ranging from requests to increase the Player Level Max, adding stats that would track total xp, or create a paragon-style system.
We will raise the Player Level Max at some intentionally non-committal time in the future but only after we have further narrowed the delta between the available Monkey Knowledge Points including achievements and the total MK Points that can be spent.
Veteran Levels allow the awesome number of super dedicated players to keep earning XP and compete for bragging rights on an upcapped scale, but without unbalancing the Monkey Knowledge system.
And don't worry about your Veteran Levels when we do raise the Player Level Max. At that time any Veteran Level player will start earning XP toward the new Player Max, and when that is hit, they will pick up their Veteran Level number and XP count right where they left off.
Big Changes / Additions[]
Player avatars have been added to in-game leaderboards. Because of course you want to show off your cool avatars in as many places as possible. We'll keep thinking about more ways to do so.
New rewards screen popup for Races to explain the Mini-Races
For more challenge consistency in high rounds, the standard roundset has been extended up to round 120. Now in game modes with standard roundsets the freeplay rounds from 101-120 will be predetermined. This is a big deal for us and we plan to do more custom rounds past 120, so we do want to hear feedback from the community here. BTD6 reddit is the best place for that - if you haven't signed up, please do! https://www.reddit.com/r/btd6/
A large damage type and Bloon type rework has been made to optimize performance, and this will resolve a number of issues with incorrect damage types dealing damage where they should not.
Players may now always attempt daily challenges & races even on maps that are currently locked for them. In the initial design we thought this was important to push players to unlock more maps than the first few, but as we have grown our map count it is now more important to give players a chance to sample maps they haven't unlocked.
Added deep link share buttons for co-op games and custom challenges, which can be used to launch the game directly into a co-op lobby, or custom challenge screen! To create one, simply select the clipboard and share that link with your friends, and they will tunnel right into your game.
One important note on Steam - due to issues that we haven't yet been able to resolve with Unity, the deeplink will only launch the game on Steam if BTD6 is not open. If BTD6 is already open, please copy and paste the code as normal. We'll keep working to make it smoother with each update, but for now if you play on Steam please pay attention to the two options on the link page - if your game is open, copy the code; if your game is not open, choose the Launch Game button.
Bug Fixes & General Changes[]
Various localization & UI text fixes
Tower UI in co-op should now refresh when viewing a tower that is being upgraded by another player
Strong target priority again picks Fortified Blimps over their standard variants
[undocumented] Pirate Lord now will prioritize Fortified over non-Fortified when deciding which blimps to pull down. Still retains the DDT-ZOMG-BFB-MOAB algorithm.
Added a first-time trigger to explain recent changes to map unlocks
Information on lobbies that cannot be made public has been moved from the corner of the screen to a popup over the public button
Player XP bar now has comma separators
Optimization to Bloon pop FX
Resolved some issues with hero placement/upgrade effects
Updated share icons within Challenge Editor
Resolved a crash with entering Races or Daily Challenges too fast
Drop & Lock placement mode now works with nudge state
Resolved a UI issue with towers not correctly displaying locked upgrades
Added [X] close button to race pass pop-up and hero bundle pop-ups in addition to them closing when tapping out of the menu
Resolved a bug with Blowback which could cause a Golden Bloon to remain immune to damage forever
Chutes co-op vertical split has been centered
Ice Monkey
020 Deep Freeze and higher upgrades should correctly play sound again
Monkey Buccaneer
4xx Aircraft Carrier planes should no longer play extra spawn sounds
x4x MOAB Takedown ability 'tiebreakers' picking incorrect targets has been resolved
[undocumented] Monkey Pirates and above when targeting blimps of the same rank will now targets blimps that are the most first rather than the most damaged.
Dartling Gunner
3xx Laser Cannon path once again has a sell animation
Wizard Monkey
x2x Wall of Fire visual issue resolved where tower attack animation would not be correct under some cases
Monkey Village
101 and higher upgrades should correctly play sound again
Etienne
Level 8 'camo' unlock visual correctly displays at this level again, not level 9
Level 10 UCAV no longer creates a secondary ice platform when Etienne is placed on frozen water
Achievements
Sapper achievement description has been clarified; the important note here for players chasing that achievement is to not one shot or strip the fortified state, so unstable concoction, shattering shells, and insta kills like moab takedown in particular should be avoided
Desktop Version
Unity has updated to allow cursor size to match system size so it is now possible to scale this up on Steam! We do not have a solution (still working with Unity on this) to scale the desktop cursor in game, so it must be done with system settings. On Windows this can be found by searching in the Windows search function "Mouse pointer size". Also note the cursor resolution might become crusty due to the image size being scaled up.
Balance Changes[]
Dart Monkey
“
For new players, camo is the first real game mechanic that presents a wall for new players. To combat this we have swapped the initial unlock costs of Spike-o-pult & Crossbow to nudge new players more towards upgrading down the camo path for Dart Monkeys first.
”
~ Ninja Kiwi
Spike-o-pult XP unlock cost increased from 1900 -> 2100
Crossbow XP unlock cost reduced from 2100 -> 1900
Bomb Shooter
“
In some cases the effort to make upgrades feel powerful eclipsed the need for monkey tower weaknesses to be supported by path or other tower synergies. Reviewing the state of White compared to Black Bloons we feel it no longer makes sense for Bomb stall path to ignore inherent Bomb weakness compared to Ice, which can't fully get around it's weakness until T5. MOAB Maulers have been a very strong meta spam for a while now, so we are chipping off most of its ceramic bonus at T3.
”
~ Ninja Kiwi
Bloon Impact damage type Normal (All) changed to Explosive. Bloon Crush remains Normal type
Inferno Ring is priced high for a low single-target damage pierce based tower when pierce isn't as important at high rounds, so price has been reduced. We liked Maelstrom's pierce change, however want to ease off a little as higher density rounds feel a lot more position & timing dependent now than they need to be. Similar to Bomb, Tack Zone's innate popping of Lead with obviously sharp projectiles no longer feels fitting and so along with a large price reduction the damage type stays Sharp.
”
~ Ninja Kiwi
Inferno Ring price reduced from $50,000 → $45,500
Maelstrom ability pierce increased 100 → 200
Tack Zone price reduced from $24,000 → $20,000
Tack Zone damage type changed Normal → Sharp
Ice Monkey
“
By buffing Snowstorm to have the same cooldown as Absolute Zero we unintentionally ruined a certain style of player-made challenge based on Absolute Zero timing. We have reworked the buff from v24 in order to keep the same freeze uptime but allow this type of challenge to be possible once again.
”
~ Ninja Kiwi
Absolute Zero ability cooldown reduced (30s → 20s)
[undocumented] Absolute Zero now has no initial cooldown instead of 10s initial cooldown.
Absolute Zero ability duration for both freeze duration and buff decreased (15s → 10s)
Monkey Buccaneer
“
Most cases for Buccaneer currently find you better off sticking to Destroyers and adding other buffs, so we have made a couple slight nudges to this top path
”
~ Ninja Kiwi
Double Shot price increased from $500 → $550
Aircraft Carrier price reduced from $7500 → $7200
Dartling Gunner
“
Dartling Gunner's Rocket Storm is currently overperforming versus Buckshot, so we made slight adjustments to the price of these upgrades.
”
~ Ninja Kiwi
Rocket Storm price increased from $4800 → $5100
Buckshot price reduced from $3800 → $3400
Wizard Monkey
“
Wall of Fire has been reworked in order to cut down on cases of frustrating randomness as well as the initial cooldown on the attack being reduced. Additionally at the highest tier all fire attacks will be further enhanced in damage
”
~ Ninja Kiwi
Wall of Fire now targets 'closest' track position by default
Wall of Fire initial cooldown reduced from 5.5s → 1s
Wizard Lord Phoenix, Fireball damage increased from 9 → 27
Wizard Lord Phoenix, Wall of Fire damage increased 1 → 3
Wizard Lord Phoenix, Breath damage increased from 2 → 6
Super Monkey
“
As Super Monkey's range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey's pierce down into a lower tier again
”
~ Ninja Kiwi
Super Range now also increases Super Monkey pierce by +1. Also affects Epic Range. Robo Monkey pierce remains at 6.
Ninja Monkey
“
Ninja's Bloon Sabotage is often used in tricky rounds as a powerful slow with a long duration, so we have made a gentle price increase here to reflect that support strength.
”
~ Ninja Kiwi
Bloon Sabotage price increased from $5000 → $5200
Druid
“
Druid's top path Storm & Ball Lightning upgrades needed a value boost versus other options versus other paths of other tower choices, so these have been given a small price buff for now.
”
~ Ninja Kiwi
Druid of the Storm price reduced from $2000 → $1850
Ball Lightning price reduced from $5500 → $5100
Monkey Village
“
Monkey Village's range at Primary Expertise has been increased slightly to open up downstream strategies by fitting additional Primary towers within range
”
~ Ninja Kiwi
Village influence radius increased from 48 → 55
Engineer
“
Engineer XXL [sic] trap is extremely powerful but too expensive for backline dps and we'd like to see it more viable for frontline engineer builds
”
~ Ninja Kiwi
XXXL Trap price reduced from $60,000 → $54,000
Sauda
“
Yes, here it is the nerf you've all been waiting for. But as some in the community predicted, it's not that much of a nerf. Sauda's range has been tightened up as her role is specifically about high damage in a small, focused area.
”
~ Ninja Kiwi
Attack range reduced from 25 to 23
Lv6 Attack range bonus reduced from 4 → 3
Lv15 Attack range bonus reduced from 4 → 3
Monkey Knowledge
“
Hypothermia's benefits have been made redundant so the MK now has a brand new effect.
”
~ Ninja Kiwi
Hypothermia now increases the duration of snowstorm by 1 second on top of providing full freeze for Whites and Zebras
Powers
“
Thrive has been one of the least understood Powers in the game, and that misunderstanding has only added to the use case delta vs Cash Drops. To improve balance Thrive has been upgraded.
”
~ Ninja Kiwi
In addition to increasing the Cash Generation of towers that generate cash, Thrive will now also increase the amount of Cash gained from Bloon pops for its duration
New visual effects have been added to Thrive to show that it is currently active
As a part of the damage & types rework above, basic Ice damage can no longer damage Golden Bloons without the correct upgrades / buffs
[undocumented] Snowstorm ability no longer pops Lead, freeze Lead, or slows DDTs without Metal Freeze or MIB
[undocumented, bug] Super Brittle no longer applies +4 damage vulnerability to bloons or blimps but can still apply Permafrost effects to all bloon types
[undocumented] Icicles can now apply shards onto White and Zebra Bloons but not freeze or damage them with the ice blasts
[undocumented] Icicle Impale can no longer freeze DDTs without gaining lead-popping power such as Metal Freeze
[undocumented] Embrittlement now strips off Camo and Regrow from White and Zebra Bloons.
[undocumented, likely a bug] Permafrost can now apply onto Whites and Zebras regardless of upgrades or external buffs.
[undocumented] Arctic Wind no longer slows Leads without Metal Freeze.
[undocumented, likely a bug] Ice Shards' "shardable" status effect now affects White and Zebra Bloons. While it doesn't actually pop them, its affect still applies; causing them to release ice shards when popped by other Monkeys.
[undocumented, possibly a bug] Ice Shards and above now always require Re-Freeze in order to pop Frozen Bloons and therefore activate their own shards regardless of adding a nearby MIB or not. This includes Super Brittle.