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Version 35.0 was first released on February 16th 2023. It is the first major update of 2023. Several sub-updates were released in between.
This update adds a refresher to the start of the year, and as such is a minor content update. Kaiju Pat, the Beginner Map Middle of the Road, and the Expert Map Dark Dungeons were all released in this update.
Version 35.2[]
“ | Fixed:
Issue with retrying during Boss fights Issue with checkpoints if Boss not defeated within a certain number of rounds |
” |
~ Ninja Kiwi |
Some bug fixes were added, but no official patch notes were released by Ninja Kiwi on Reddit
- Balance Changes
- Boss automatically fails the player 19 rounds after initial spawn instead of 20 (r59 instead of r60, etc.)
- [note] This also fixes the restart from checkpoint bug putting the player in the next checkpoint with no boss.
- Bug Fixes
- Resolved Issue with retrying during Boss fights
- Resolved Issue with checkpoints not spawning the next boss if Boss not defeated within a certain number of rounds
This section is incomplete. You can help by expanding it. |
Version 35.1[]
- Patch Notes
“ |
Available now for iOS, Android, Steam, Windows & Apple Arcade please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Note: we’re aware of some people's desire to ‘buff the statue’ however this would only be disappointing as there are just no buffs we have in the game that would actually have any impact on it if they were to apply; as it has huge base damage, no attack rate, no abilities, infinite pierce, infinite range & infinite lifespan. It is partly for this reason that we instead opted to give it higher tier upgrades instead of leaving it as a single base upgrade like the Cave Monkey.
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” |
- Tower & Event Fixes
- Resolved an issue that could cause some events to not display their shortcut on the main menu
- Resolved a crash that could occur when opening CT Team Store with no CT running
- Resolved some inconsistencies with Boss Checkpoints
- Resolved an issue that could count Dreadbloon’s timer incorrectly after boss death
- Resolved a crash that could occur using Necromancer Wizard Monkeys
- Resolved an issue with xx2 Banana Farms not visually recording to their cash earned counter if it was not manually collected
- Dark Dungeons Map Fixes
“ | Note: we’re aware of some people's desire to ‘buff the statue’ however this would only be disappointing as there are just no buffs we have in the game that would actually have any impact on it if they were to apply; as it has huge base damage, no attack rate, no abilities, infinite pierce, infinite range & infinite lifespan. It is partly for this reason that we instead opted to give it higher tier upgrades instead of leaving it as a single base upgrade like the Cave Monkey. | ” |
~ Ninja Kiwi |
- Resolved a number of cases in which towers could target the Dark Dungeons statue for buffs even though they would not do anything.
- Dark Dungeons statue can no longer be selected as a Door Gunner target as with the range it has this only served to destroy it
- General Fixes
- Resolved a softlock that could occur when proceeding to main menu on a deleted account
- Resolved a jukebox related crash that could occur
- Resolved a trophy store related crash that could occur
- Resolved an IMF Loan related crash that could occur
- Platform Specific
- Epic: Users can now edit their names
- Epic: Resolved a rare crash that could occur logging in
- Apple Arcade: Resolved an issue with incorrect team names being displayed
Version 35.0[]
- Final Patch Notes
“ | Glue Rat.
Update: Bloons TD 6 v35.0 - Update Notes! Available now for iOS, Android, Steam (PC + Mac) and Arcade please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up. Update video: https://youtu.be/zWyCqR1juZA
Platform Specific fixes
As an already highly niche tower, adding a little more niche than 'just ceramics' by helping Ultra-Juggernaut with a small amount of endgame DDT AoE. Also, we’re already fairly happy with the SMFC abilities, but at T4 it feels clunky and outdated that the ability can only influence a max of 10 dart monkeys at a time when casting the ability multiple times in quick succession from multiple T4s so we are removing that limitation. We discussed whether the SMFC change would reduce the specificity of which Monkeys are affected but the benefits seemed greater, so we’ll be looking for feedback from folks who enjoy dart multitude builds.
Upon closer inspection, Recursive Cluster has been hitting pierce in the 100’s, far more than was really intended for it so we are pulling back on this but adding in some fortified bonus to cancel out this large weakness the upgrade has.
We were unsure this rework would make it in at all until late and didnt want to mess around too much further before release, so we plan to make further refinements to the numbers in order to bring power properly in line with what we would like - however the long awaited mechanic rework for Relentless & Super Glue is here and we feel it is a promising start. Relentless Glue now brings some AoE stun on layer popping and glue track puddles has been reworked into a dps enhancement for the top path Bloon Solver instead of a hyper niche bottom path stalling bonus (the more ceramics the merrier!). Glue Gunner has also had a number of price changes aimed at improving the middle path / crosspathing while avoiding improving MOAB Glue. We’ve already found interesting uses for the top path change so keen to hear about your cool use cases.
While there is some level of strategic placement to the 420 crosspath, Maim MOAB has high effectiveness for unlimited range slowing without any necessary spam use so is seeing a small price increase with a larger reduction on the T5 cost. Bouncing bullet synergises too effectively with some buffs too early, and we don’t want to raise the price here and make the saveup from T2 to 3 any more tedious so the number of bounces is going down but remaining unchanged at T4. Full Auto Rifle gains 1 more MOAB damage bonus to improve it as a stepping stone into the T5.
You guys seem to think this would be nice, so here it is.
You asked for it (and we’ve always wanted it), so … our first Paragon Synergy!
While we wanted to initially ensure general farming achievability of the (still very high) price compared to how good we actually felt the Doomship was due to the target goal of giving it an intentional ability niche and the jump it would be as most expensive paragon, but after seeing the results of its power we're happy to take this up now
ComCom is both lacking in pierce damage, and favors the 105 crosspath more than we’d like. This goal for this change is to improve the overall single target power for the missile AoE without such a high pierce number, with only a smaller damage buff for the main darts so existing pierce benefits that can be applied for the main attack remain valuable
While admittedly difficult to handle at T3, the recent changes made to attempt to give Buckshot an easier growth into BADS overall backfired and were a failure. Looking back, the difficult T3 required attention but was still not bad if used correctly and the improved handling at T4 was far worth this effort in the end. That seemed fine enough before and we don't like how it has ended up so walking those changes back. We have to admit when we miss and thanks for continued discussion on bottom path.
Arcane Spike is seeing 1 damage shifted from MOAB bonus to regular damage to improve layer skipping issues. Dragon’s Breath range is being fixed to actually match the tower radius, but now xx2 crosspath will also improve range and can bring it back to what it was. Necromancer strategies are very dependent on where your Zombie Bloons spawn which would enable more strategies with more range, but then too much range is very harmful making the spawn location difficult to place & forcing you to often place these towers in silly locations which makes the shimmer not work well. Allowing Necro to select a spawn point addresses this issue and we hope provides some interesting micro uses, so please share any cool ones.
We want the base Super Monkey to feel like more of a ‘weak for the cost’ stepping stone into T3s that feel more like T4s; but the base upgrade really does feel very outdated on this idea, and big crosspath problems exist due to this so we are moving some attack speed out from 2xx into the base upgrade. Robo path T3 feels a little too expensive compared to bottom path’s, and the T5’s ability doesn’t feel like enough of a step up from T4 for the much greater cost it has so some adjustments are also being made here, as after all this is Super Monkey, right?
Ninja's x5x ability side-benefit of buffing all x3x ninja doesn't quite pack enough punch
Permanent Brew is strong in the right use, but just to let it live up to more of its potential without requiring a chinook we are improving its range. Transforming Tonic has been compared to being a worse but more expensive Turbo Charge, and that seems like a fair complaint. T5 has good niche uses, but T4 isn't worth the cost right now so we’re adding more juice to the tonic.
Many people seem to feel that moving to a big damage bonus on the basic main attack has lost this tower's identity in the vines. We are reworking this a little, with the main attack & Bramble piles having their damage contributions tweaked to have value over multiple x4xs but not far exceeding them on the main attack anymore, and the main actual increase in DPS output is being shifted into the small center track vine damage zone in hopes of making placement more impactful.
For sake of consistency we want Monkey Bank to increase in cash generation when used with sources that externally buff generation so everything works as expected, however along with this buff the current power of IMF loan on this path already feels too strong so we are lowering that power for IMF Loan in exchange.
Spiked Mines explosion radius doesn’t hit too much since it’s almost always centered just in front of the ‘first bloon in a pack’ to hit it in most effective use cases, and Super Mines price is coming down a little to pull it slightly forward into more challenge viability. We also felt like a massive ceramic bonus on Super Mines could both help it annihilate super ceramics, and give it fun niche uses against ceramics in general for challenges and Bosses. Carpet of Spikes still fails to see love over multiple T4's, so rather than making it cheaper we like an all-round increase to the MOAB bonus.
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.
Sentry Champion’s pierce crosspath does not feel like it has enough of an edge to compete with the deconstruction crosspath. Engineer Ultraboost is limited to viable use in high-farming situations due to its cost, and while the buff is great when applied to strong towers, we find it too expensive for an upgrade that only adds a buff to other towers, especially in games where cost is the primary focus.
For now with a noteworthy direct comparison to Brickell and the use cases for these two heroes we have done a price swap keeping the lesser of the two at the lower price point. However as 750 would put gwen on the same cost as Striker Jones and we want starts with base 4 heroes to stay more diverse we have taken her down a little extra on top of that.
As the upper end of heroes have crept up and up for awhile now, we want to reign in some of these top heroes slowly. Church’s pierce at all levels is going down to make his absolute coverage of ceramic children harder
Since his addition to the game Pat Fusty has been a very strong top tier hero between his powerful roar buff and ability to stall large groups of strong targets for a long time. This feels slightly out of hand (couldn’t resist), so we’re taking his slap attack’s pierce down at all levels to reduce this stalling potential without changing the buff.
Brickell has shown exceptional high level performance, while not fitting in as any intended strong early solo carry. Her base cost has been increased so she won’t come into early play, and Lv20 Mega Mine is having its damage taken down to not quite decimate late game somuch. [sic] In return she will have much more pierce, and as it is mainly a niche utility we also want Blast Chain to be available more often.
Psi felt too easily able to keep up with early waves given their strong endgame, and given the improved attack rate was then unchanged from level 2 to 20, we have shuffled around the Lv2 and Lv5 upgrades to address this. Psi from Lv5 onwards is unchanged from before.
We just wanted to give some QoL
We feel like the T3 Lych health/difficulty sticks out as a larger obstacle compared to other bosses, and other tiers of Lych, so we are lowering the multiple T3 health values
Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness.
The forced slowdown of Dreadbloon during the ceramic shielded phase has caused a lot more games to end due to running out of time, with average players seeing this as a rest period. We are reducing the amount of slowdown at all tiers to raise up the threat level more in this phase.
New Zealand has had a heck of a start to the year, with record breaking rain that brought flooding to large parts of Auckland and Cyclone Gabrielle then tearing through two weeks later. Ninja Kiwi’s Auckland office was again flooded, so the BTD6 team is back working from home and yet again delivering updates under exceptional circumstances. We are weary and wary of work from home after Covid lockdowns, but we continue to hope for remnants of southern hemisphere summer and to put all of our creative energy into great updates and new features, so we hope you enjoy update 35.0 and are excited about what’s ahead. As we said last year, this is our planning, not our promises. We’ve started the year with even more granular planning with wider input across the team, and still things won’t always pan out. We appreciate your patience and understanding when that happens!
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” |
- Update: Bloons TD 6 v35.0 - Update Notes!
“ | Available now for iOS, Android, Steam (PC + Mac) and Arcade please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up. | ” |
~ Ninja Kiwi, referring to getting the new update |
Update video: https://youtu.be/zWyCqR1juZA
- New Hero Skin: Kaiju Pat
- The Bloons are already frightened by Pat’s immense stature, so wait until they encounter his monstrous Kaiju form! Art team inspiration made this one come to life, and yes it does feel great in co-op games with Sentai Churchill. And in High Finance! Kaiju Pat plays even better with Big Monkey Towers, so if you don’t have that in your main menu Settings Extras, this is a great excuse to go get the Chunky Monkey Achievement.
- 2 New Maps
- Middle of the Road - is it wrong that we like the desert ghost town setting? Somewhere before the End of the Road, this beginner map takes the Bloons on a good long mosey around town.
- Dark Dungeons - this community designed 200k Reddit competition winner certainly lives up to the challenge of making a hard map. Added to the Expert category, we changed the proportions for gameplay, riffed on the statue idea, and added traps as any dungeon needs but hopefully did justice to the inspired original submission by u/Lars_Overwick.
- New Trophy Store Items
- Heroes: Biker Bones Infernal Rift placement & upgrade animation - we had fun with this one!
- Monkeys: Sniper Chameleon pet, no camouflaging that cuteness!
- Game & UI: Banner 26 - Glue Storm banner, Avatar 69 Bloonarius, Avatar 70 Studious Patch, Avatar 71 Just A Little Monkey, Avatar 72 Happy Banana Farmer
- Competition Winning items
- Banner 27 - Wizard Lord Phoenix banner by u/Flipp_Flopps
- Banner 28 - Farm Chicken banner by u/WhereThighs
- New CT Team Store items
- Base Props: Cosy Beanbag Monkey
- Icons: Year of the Rabbit icon, Buzzy Bee icon
- Frames: Year of the Rabbit frame, A Kiwi Summer frame
- Game Changes / Additions
“ | We’re still looking for more ways to focus instamonkey rewards, and we’re hoping this helps improve some collections | ” |
~ Ninja Kiwi |
- Round 100 & every 100 rounds Instamonkey rewards now reflect the game mode for Primary/Military/Magic only modes, granting an instamonkey for that same category.
- Boss Speed/Health edits have event modifier icons
“ | From v35 onwards a pseudo-offline mode can now be selected to continue playing if you are unable to update to the latest game version - this has been a much requested feature so we’re pleased that it’s in! | ” |
~ Ninja Kiwi |
- From Version 35.0 onwards, a pseudo-offline mode can now be selected to continue playing if you are unable to update to the latest game version.
- Added ‘Damage Done To Bosses’ profile stat
“ | Added Jukebox shuffle option to the in-game pause menu, also with jukebox enabled songs are now shuffled once on entering a map and stay in that new order until you exit and start a new game - another much requested feature and we love it, too, so keep up the feedback, it really does help! | ” |
~ Ninja Kiwi |
- Added Jukebox shuffle option to the in-game pause menu, also with jukebox enabled songs are now shuffled once on entering a map and stay in that new order until you exit and start a new game.
“ | Added a spicy new indicator to the main menu background for when a boss event is active - so spice | ” |
~ Ninja Kiwi |
- Added an indicator for Boss Events in the main menu. Displays a Boss Bloon in the sky.
- Added a Retry Last Round ‘continue’ option for CT & Boss for a MM cost with no bonus cash granted.
“ | Improved co-op stability - this was on our list for later this year but we were able to dedicate time to it now and from our testing have improved the game experience in normal gameplay and Boss Events, so we look forward to feedback here. Note there is still a slowdown issue that can occur, so if your game does appear to be running slowly especially with fast forward on, try turning FF off and on again to see if it stabilizes at the correct speed. We know that sounds like an IT support joke, but don’t tell us you don’t do this regularly on your own device/rig. Anyway, hoping you’ll see co-op stability improvement, and we’ll keep working on more stability and to fix that slowdown! | ” |
~ Ninja Kiwi |
- Improved co-op stability. Note there is still a slowdown issue that can occur, so if your game does appear to be running slowly especially with fast forward on, try turning FF off and on again to see if it stabilizes at the correct speed. Ninja Kiwi advises players to keep providing feedback and follow their advice on as much basic DIY fixes to Co-Op as possible, while NK themselves fix yet more behind-the-scenes stuff.
- Bug Fixes & General Changes
- A number of localization fixes
- A number of device/resolution specific UI fixes
- Resolved a minor rounding error in freeplay HP formula
- Resolved some crashes that could occur due to network issues
- Resolved an issue where challenges using a specific hero could also force the skin
- Advanced Search in Team Browser will now save when something is unchecked
- A number of description updates for different Towers and Heroes
- Small Monkeys mode now again works for all Air Towers
- Event bug fixes
- "Event ends in" timer no longer displays incorrectly when race or boss leaderboards are viewed from the victory panel after playing the race/boss event
- Boss Event - Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save
- Boss Event - Dreadbloon Ceramic Shield now correctly scales with playercount
- Boss Event - Dreadbloon no longer moves at full speed after loading into a save with an active armored state
- Boss Event - Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored
- Boss Event - Top 50% badge now has a description
- Odyssey Event - Resolved an Odyssey creation verification skip that could occur
- Contested Territory Event - Air and Sea relic now displays the correct reduced prices on all difficulties
- Contested Territory Event - Corrected CT recap display order to match timestamps
- Dart Monkey
- Dart Monkey Snowballs trophy item now shows critical snowballs instead of darts on crits for xx4
- 3xx Spiked Balls no long bounce back from the top of the stairs aiming down on Midnight Mansion
- Patched this out of the game https://cdn.discordapp.com/attachments/751258548217970712/1046645803722219560/djsdu8ghwenmat.gif
- Sniper Monkey
- xx5 Elite Defender now displays art assets for its buff state
- Monkey Buccaneer
- x4x MOAB Takedown will no longer crash when attempting to hook Rock Bloons
- Monkey Ace
- Ace ‘centered path' markers now visually update immediately after setting new points
- xx2 Resolved an issue where reversing flight path before purchasing Centered Path would prevent the centered path target from flying in the correct direction
- Heli Pilot
- Resolved an issue with Door Gunner ignoring helipads as blocking objects for dropoffs
- Heli 'patrol point' markers now visually update immediately after setting new points
- Dartling Gunner
- Resolved a number of projectile size inconsistencies across tiers & crosspaths
- Wizard Monkey
- xx4 Necromancer; resolved a crash that could occur with 2 or more necromancers on certain maps
- Super Monkey
- 4xx and 5xx Super Monkey again show cash earned counters after producing cash
- Alchemist
- xx3 Lead to Gold lead damage bonus will now correctly apply to Dreadbloon’s Lead layer
- Banana Farm
- x4x IMF loan name corrected to IMF Loan
- Resolved a bug that caused Collecting All from multiple x3x Banks or higher to only target repayment back towards a single active IMF Loan
- Candy Corn and Christmas Present trophy skins can no longer be selected at the same time since only one can apply
- Engineer Monkey
- 1xx Sentries will again correctly place on Covered Gardens
- xx4 Bloon Trap should benefit correct [sic] from xx3 Village’s cash increase
- xx4 Bloon Trap cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop
- Obyn Greenfoot
- Lv10 Wall of Trees cash earned stat in all game modes should now account for Half Cash/ CHIMPS / cash that would have been earned from the base pop
- Etienne
- Resolved a rare crash that could occur with Etienne’s Drone Swarm
- Geraldo
- Resolved some visual issues with dart monkeys converted to super monkeys by worn heroes cape
- Platform Specific fixes
- Steam: Game no longer crashes when spamming the ESC key from the trophy store
- Balance Changes
- Dart Monkey
“ | As an already highly niche tower, adding a little more niche than 'just ceramics' by helping Ultra-Juggernaut with a small amount of endgame DDT AoE. Also, we’re already fairly happy with the SMFC abilities, but at T4 it feels clunky and outdated that the ability can only influence a max of 10 dart monkeys at a time when casting the ability multiple times in quick succession from multiple T4s so we are removing that limitation. We discussed whether the SMFC change would reduce the specificity of which Monkeys are affected but the benefits seemed greater, so we’ll be looking for feedback from folks who enjoy dart multitude builds. | ” |
~ Ninja Kiwi |
- Ultra-Juggernaut mini-balls ceramic damage bonus increased +2 → +3
- Ultra Juggernaut main projectile now deals +20 bonus damage to lead
- Super Monkey Fan Club is no longer limited to 10 maximum conversions at a time. Also affects Plasma Monkey Fan Club.
- Bomb Shooter
“ | Upon closer inspection, Recursive Cluster has been hitting pierce in the 100’s, far more than was really intended for it so we are pulling back on this but adding in some fortified bonus to cancel out this large weakness the upgrade has. | ” |
~ Ninja Kiwi |
- Recursive Cluster second cluster pierce multiplier x6 → x3
- 0-x-4: 48 → 24
- 1-0-4: 84 → 42
- 2-0-4: 144 → 72
- Recursive Cluster now deals +1 Fortified damage
- Bomb Blitz now deals +5 Fortified damage from all primary, secondary, and tertiary explosions
- Glue Gunner
“ | We were unsure this rework would make it in at all until late and didnt want to mess around too much further before release, so we plan to make further refinements to the numbers in order to bring power properly in line with what we would like - however the long awaited mechanic rework for Relentless & Super Glue is here and we feel it is a promising start. Relentless Glue now brings some AoE stun on layer popping and glue track puddles has been reworked into a dps enhancement for the top path Bloon Solver instead of a hyper niche bottom path stalling bonus (the more ceramics the merrier!). Glue Gunner has also had a number of price changes aimed at improving the middle path / crosspathing while avoiding improving MOAB Glue. We’ve already found interesting uses for the top path change so keen to hear about your cool use cases. | ” |
~ Ninja Kiwi |
- The Bloon Solver upon destroying a Bloon now drops puddles of acid on the track that deal 1 pierce of 20 damage to whatever hits it. Puddles last for 5.0s but cannot hit targets that are already glued.
- Ninja Kiwi states that they will likely lower damage but increase pierce to help improve crosspathing of the pools.
- Glue Splatter price reduced $1800 → $1650
- Glue Hose price reduced $2900 → $2500
- Glue Strike price reduced $3850 → $3450
- Glue Storm ability duration increased 15s → 20s
- Stickier Glue price increased $120 → $280
- Relentless Glue no longer drops any puddles on the track
- Relentless Glue no longer drops any puddles on the track
- Relentless Glue on any glued layer popping stuns Bloons (non-moabs) in the area with a small splat (pierce 3, radius 12, 0.5s duration)
- Super Glue on any glued layer popping stuns Bloons and MOABs in the area with a small splat (pierce 3, radius 12, 0.5s duration)
- Sniper Monkey
“ | While there is some level of strategic placement to the 420 crosspath, Maim MOAB has high effectiveness for unlimited range slowing without any necessary spam use so is seeing a small price increase with a larger reduction on the T5 cost. Bouncing bullet synergises too effectively with some buffs too early, and we don’t want to raise the price here and make the saveup from T2 to 3 any more tedious so the number of bounces is going down but remaining unchanged at T4. Full Auto Rifle gains 1 more MOAB damage bonus to improve it as a stepping stone into the T5. | ” |
~ Ninja Kiwi |
- Maim MOAB price increased from $5000 → $5400
- Cripple MOAB price reduced from $34,000 → $32,000
- Bouncing Bullet bounce pierce 4 → 3. Does not affect Supply Drop and Elite Sniper.
- Full Auto Rifle MOAB-class damage bonus increased from +1 → +2. Does not affect Elite Defender, which remains at +2.
- Monkey Sub
You guys seem to think this would be nice, so here it is.
- Pre-Emptive Strike main ballistic attack splash radius increased from 18 → 24
- Monkey Buccaneer
“ | You asked for it (and we’ve always wanted it), so … our first Paragon Synergy! | ” |
~ Ninja Kiwi |
- Navach of the Seas buff to Monkey Ace attack speed now applies to the Goliath Doomship
- Monkey Ace
“ | While we wanted to initially ensure general farming achievability of the (still very high) price compared to how good we actually felt the Doomship was due to the target goal of giving it an intentional ability niche and the jump it would be as most expensive paragon, but after seeing the results of its power we're happy to take this up now | ” |
~ Ninja Kiwi |
- Goliath Doomship price increased from $800,000 → $900,000
- Heli Pilot
“ | ComCom is both lacking in pierce damage, and favors the 105 crosspath more than we’d like. This goal for this change is to improve the overall single target power for the missile AoE without such a high pierce number, with only a smaller damage buff for the main darts so existing pierce benefits that can be applied for the main attack remain valuable | ” |
~ Ninja Kiwi |
- Comanche Defense missile pierce reduced from 100 → 80
- Comanche Commander dart damage 3 → 4
- Comanche Commander missile damage 3 → 7
- Comanche Commander missile MOAB-class bonus +2 → +5
- Comanche Commander mini's missile damage 2 → 5
- Comanche Commander mini's missile MOAB-class bonus +2 → +5
- Dartling Gunner
“ | While admittedly difficult to handle at T3, the recent changes made to attempt to give Buckshot an easier growth into BADS overall backfired and were a failure. Looking back, the difficult T3 required attention but was still not bad if used correctly and the improved handling at T4 was far worth this effort in the end. That seemed fine enough before and we don't like how it has ended up so walking those changes back. We have to admit when we miss and thanks for continued discussion on bottom path. | ” |
~ Ninja Kiwi |
- xx3 Buckshot pierce reduced from 6 → 4. Does not affect BEZ. (double-check?)
- xx4 BADS cost reduced $16000 → $12000
- xx5 BEZ cost increased $54000 → $58000
- Wizard Monkey
“ | Arcane Spike is seeing 1 damage shifted from MOAB bonus to regular damage to improve layer skipping issues. Dragon’s Breath range is being fixed to actually match the tower radius, but now xx2 crosspath will also improve range and can bring it back to what it was. Necromancer strategies are very dependent on where your Zombie Bloons spawn which would enable more strategies with more range, but then too much range is very harmful making the spawn location difficult to place & forcing you to often place these towers in silly locations which makes the shimmer not work well. Allowing Necro to select a spawn point addresses this issue and we hope provides some interesting micro uses, so please share any cool ones. | ” |
~ Ninja Kiwi |
- 4xx Arcane Spike damage increased 5 → 6
- 4xx Arcane Spike moab bonus reduced +11 → +10
- x3x Dragon's Breath flame attack matches tower range properly → 40
- xx2 Monkey Sense increases wizard range from 40 → 50
- xx3 Shimmer range remains unchanged at 60
- xx4 Necromancer gains a spawn point target for zombies that the player can set
- Super Monkey
“ | We want the base Super Monkey to feel like more of a ‘weak for the cost’ stepping stone into T3s that feel more like T4s; but the base upgrade really does feel very outdated on this idea, and big crosspath problems exist due to this so we are moving some attack speed out from 2xx into the base upgrade. Robo path T3 feels a little too expensive compared to bottom path’s, and the T5’s ability doesn’t feel like enough of a step up from T4 for the much greater cost it has so some adjustments are also being made here, as after all this is Super Monkey, right? | ” |
~ Ninja Kiwi |
- 000 Base attack speed increased from 0.06s → 0.045s
- 2xx Plasma Blasts attack speed remains the same, 0.03s
- x3x Robo Monkey price decreased $8000 → 7000
- x5x Ability damage increased from 5200 → 10400
- x5x Ability crit damage increased from 7,800 → 15,600
- x5x Ability pierce reduced from 10,000 to 2000
- Ninja Monkey
“ | Ninja's x5x ability side-benefit of buffing all x3x ninja doesn't quite pack enough punch | ” |
~ Ninja Kiwi |
- Grand Saboteur buff range bonus increased +5 → +10
- Grand Saboteur buff moab bonus increased +1 → +2
- Alchemist
“ | Permanent Brew is strong in the right use, but just to let it live up to more of its potential without requiring a chinook we are improving its range. Transforming Tonic has been compared to being a worse but more expensive Turbo Charge, and that seems like a fair complaint. T5 has good niche uses, but T4 isn't worth the cost right now so we’re adding more juice to the tonic. | ” |
~ Ninja Kiwi |
- Permanent Brew range increased 45 → 65
- Transformation transformed alchemist damage 2 → 3
- Druid
“ | Many people seem to feel that moving to a big damage bonus on the basic main attack has lost this tower's identity in the vines. We are reworking this a little, with the main attack & Bramble piles having their damage contributions tweaked to have value over multiple x4xs but not far exceeding them on the main attack anymore, and the main actual increase in DPS output is being shifted into the small center track vine damage zone in hopes of making placement more impactful. | ” |
~ Ninja Kiwi |
- Spirit of the Forest base attack damage reduced from 20 → 6
- Spirit of the Forest bramble vine refresh rate increased from 0.3s → 0.1s
- Spirit of the Forest bramble vine lifespan increased from 4.5s → 9s
- Spirit of the Forest closest track ring moab/ceram bonus +20 → +30
- Banana Farm
“ | For sake of consistency we want Monkey Bank to increase in cash generation when used with sources that externally buff generation so everything works as expected, however along with this buff the current power of IMF loan on this path already feels too strong so we are lowering that power for IMF Loan in exchange. | ” |
~ Ninja Kiwi |
- Monkey Bank will now increase in cash generation with external buffs
- IMF Loan ability loaning quantity decreased from $10,000 → $9,000
- Monkey-Nomics ability cash gain decreased from $10,000 → $9,000
- Backroom Deals monkey knowledge IMF Loan bonus cash reduced from +$2000 → +$1000. Also affects Monkey-Nomics
- Monkey Wall Street range increased from 40 → 60
- Range was always 60 previously, so this change only affects the range circle visual itself. Affects Advanced Intel.
- Spike Factory
“ | Spiked Mines explosion radius doesn’t hit too much since it’s almost always centered just in front of the ‘first bloon in a pack’ to hit it in most effective use cases, and Super Mines price is coming down a little to pull it slightly forward into more challenge viability. We also felt like a massive ceramic bonus on Super Mines could both help it annihilate super ceramics, and give it fun niche uses against ceramics in general for challenges and Bosses. Carpet of Spikes still fails to see love over multiple T4's, so rather than making it cheaper we like an all-round increase to the MOAB bonus. | ” |
~ Ninja Kiwi |
- Spiked Mines explosion radius increased 19 → 30
- Super Mines small explosion radius increased 20 → 30
- Super Mines price reduced $150,000 → $125,000
- Super Mines DoT damage increased from 500 → 1000
- Super Mines spikes to Ceramic bonus increased from +20 → +30
- Super Mines mini explode to Ceramic bonus +10 -> +15
- Super Mines large explode to Ceramic bonus +0 -> +500
- Carpet of Spikes base attack MOAB-class bonus increased +4 → +5
- Carpet of Spikes passive ability MOAB-class bonus increased +4 → +5
- Carpet of Spikes ability MOAB-class bonus increased +4 → +5
- Monkey Village
“ | 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. | ” |
~ Ninja Kiwi |
- Call to Arms ability now affects globally instead of only its local range.
- Engineer Monkey
“ | Sentry Champion’s pierce crosspath does not feel like it has enough of an edge to compete with the deconstruction crosspath. Engineer Ultraboost is limited to viable use in high-farming situations due to its cost, and while the buff is great when applied to strong towers, we find it too expensive for an upgrade that only adds a buff to other towers, especially in games where cost is the primary focus. | ” |
~ Ninja Kiwi |
- 501 Sentry Champion turret pierce increased 6 → 7
- x5x Ultraboost price reduced from $105,000 → $72,000
- Gwendolin
“ | For now with a noteworthy direct comparison to Brickell and the use cases for these two heroes we have done a price swap keeping the lesser of the two at the lower price point. However as 750 would put gwen on the same cost as Striker Jones and we want starts with base 4 heroes to stay more diverse we have taken her down a little extra on top of that. | ” |
~ Ninja Kiwi |
- Gwendolin price reduced from $900 → $725
- Captain Churchill
“ | As the upper end of heroes have crept up and up for awhile now, we want to reign in some of these top heroes slowly. Church’s pierce at all levels is going down to make his absolute coverage of ceramic children harder | ” |
~ Ninja Kiwi |
- Lv1 Pierce per explosion reduced from 15 → 12
- Pat Fusty
“ | Since his addition to the game Pat Fusty has been a very strong top tier hero between his powerful roar buff and ability to stall large groups of strong targets for a long time. This feels slightly out of hand (couldn’t resist), so we’re taking his slap attack’s pierce down at all levels to reduce this stalling potential without changing the buff. | ” |
~ Ninja Kiwi |
- Lv5 Slap knockback pierce reduced from 10 → 8
- Lv15 Slap knockback pierce reduced from 20 → 16
- Admiral Brickell
“ | Brickell has shown exceptional high level performance, while not fitting in as any intended strong early solo carry. Her base cost has been increased so she won’t come into early play, and Lv20 Mega Mine is having its damage taken down to not quite decimate late game so much. In return she will have much more pierce, and as it is mainly a niche utility we also want Blast Chain to be available more often. | ” |
~ Ninja Kiwi |
- Admiral Brickell price increased from $750 → $900
- Lv7 Blast Chain ability cooldown reduced from 60s → 45s
- Lv20 Brickell Mega Mine damage reduced from 15,000 → 11,000
- Lv20 Brickell Mega Mine pierce increased from 100 → 150
- Psi
“ | Psi felt too easily able to keep up with early waves given their strong endgame, and given the improved attack rate was then unchanged from level 2 to 20, we have shuffled around the Lv2 and Lv5 upgrades to address this. Psi from Lv5 onwards is unchanged from before. | ” |
~ Ninja Kiwi |
- Level 2 is now swapped with Level 5. Level 2 no longer decreases attack cooldown from 1s to 0.85s, but instead reduces attack bloon destruction rate from 0.2s to 0.15s. Level 5+ remains unchanged.
- Overall, this is a nerf, as Psi does worse against weaker bloons until Level 5.
- Geraldo
“ | We just wanted to give some QoL | ” |
~ Ninja Kiwi |
- For quality of life all of Geraldo’s temporary buff effects will now display buff icons to their applied tower with stack count numbers representing their remaining round durations.
- Gravelord Lych
“ | We feel like the T3 Lych health/difficulty sticks out as a larger obstacle compared to other bosses, and other tiers of Lych, so we are lowering the multiple T3 health values | ” |
~ Ninja Kiwi |
- T3 Lych HP decreased from 245,000 → 220,000
- T3 Lych-Soul HP decreased from 7,900 → 7,000
- T3 Elite Lych HP decreased from 1,200,000 → 1,100,000
- T3 Elite Lych-Soul HP decreased from 27,000 → 25,000
- Bloonarius the Inflator
“ | Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness. | ” |
~ Ninja Kiwi |
- T4 Elite Bloonarius 'bleed' scattering minions changed: 25 Fortified Regrow Ceramics → 12 MOABs
- T5 Elite Bloonarius 'bleed' scattering minions changed: 8 MOABs → 8 decamoed DDTs
- Dreadbloon: Armored Behemoth
“ | The forced slowdown of Dreadbloon during the ceramic shielded phase has caused a lot more games to end due to running out of time, with average players seeing this as a rest period. We are reducing the amount of slowdown at all tiers to raise up the threat level more in this phase. | ” |
~ Ninja Kiwi |
- All Normal Tiers slow amount during shield 0.2 → 0.3 (presumed to be a multiplier)
- All Elite Tiers slow amount during shield 0.2 → 0.35 (presumed to be a multiplier)
- Looking Forward
“ | New Zealand has had a heck of a start to the year, with record breaking rain that brought flooding to large parts of Auckland and Cyclone Gabrielle then tearing through two weeks later. Ninja Kiwi’s Auckland office was again flooded, so the BTD6 team is back working from home and yet again delivering updates under exceptional circumstances. We are weary and wary of work from home after Covid lockdowns, but we continue to hope for remnants of southern hemisphere summer and to put all of our creative energy into great updates and new features, so we hope you enjoy update 35.0 and are excited about what’s ahead.
As we said last year, this is our planning, not our promises. We’ve started the year with even more granular planning with wider input across the team, and still things won’t always pan out. We appreciate your patience and understanding when that happens!
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~ Ninja Kiwi |
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