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Version 38.0 was first released on July 25th 2023. It is the fourth major update of 2023. Several sub-updates were released in between.
This update adds Water Park, an Intermediate Map with two waterslides for bloons to move around, along with Reality Warper Phayze and Lifeguard Brickell Skin. Lifeguard Brickell formerly had an orange cross, however it was changed to an orange "lifepreserver icon" (which is coincidentally shaped like the Team Fortress 2 logo) to avoid copyright infringement and general disrespect towards the Red Cross logo. Ninja Kiwi made an official announcement about this change on a Twitter comment of their Version 38.0 preview post.
Many noteworthy changes have been added in this update, with general balance changes focusing on increasing crosspath value, increasing synergetic value among towers, and revamping a number of slowdown supports. Additionally, regenerated Regrow Bloons no longer count towards pop counts, fixing exploits related to Regrow Farming pops.
Version 38.3[]
There were no official patch notes for this sub-version. However, there are small notes added in the update notes in the App Store and Google Play.
“ | Fixed: Alchemist damage not recording correctly [...] |
” |
~ Ninja Kiwi, App Store |
However, an edit to the Version 38.2 patch notes added a section dedicated to 38.3 info.
- Resolved an issue with achievements not recording alchemist damage correctly
- Resolved an issue with certain boss untargetable states not correctly saving
- Steam: Fiesta Flamenco [Helium Heights Mix] added to BTD Steam soundtrack
Version 38.2[]
- Resolved a game over that would occur for CT Bosses at the end of round 40
- Gwen’s quest tower placement availability changed to round 6 so it's less confusing.
- Resolved a quest issue where Retry Last Round could prevent the tower unlock trigger from occuring at the end of that round
- Resolved an issue with custom challenges not displaying the actual custom rule value if it was set to minimum
- Resolved an issue when quick matching where the first player in the lobby will see their medals for monkey meadow rather than for whatever map is selected.
- Phayze’s dash immunity period now saves correctly
- Resolved a conflict between Camo Trap and Glue Trap power skins
- 3xx Beast Handler crash in Latch To Bloon behavior resolved
- xx5 Alchemist damage counter now counts correctly again
- xx4 Relentless Glue stun targeting and duration corrected
Version 38.1[]
- Competitive/Casual selection has been changed to Sign up / or Maybe later - as other players can still trigger a Competitive signup even if you do not.
- Resolved a rare error that could occur when opening the Teams Browser which would prevent any teams loading
- ‘Signed Up’ banner no longer hides on CT main screen between Sign Up and Event Start time frames.
- Retry Last Round in quests can no longer remove pre-placed props
- Resolved a crash that was occurring for the Party quest
- When viewing teams the team stance (Competitive/Casual) will be displayed
- Football MOAB fortified version no longer uses the new Boat MOAB skin instead
- Resolved some incorrect team messages
- 3xx Bomb Shooters can no longer knockback Black/Zebra Bloons unless they can damage them
- Resolved an issue with x4x and higher Mortar Monkeys not applying their damage bonuses at all (These bonuses will not stack still)
- Ninja Paragon no longer uses the wrong sticky bomb art asset against Elite Phayze
- Multiple Sticky Bomb ninja should no longer be able to stack the single target damage of their explosions when clustered together
Version 38.0[]
- Final Patch Notes
“ | Bloons TD 6 - Update Notes! Version 38.0
Rolling out now, 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. Check out the more awesomer update video here.
Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around.
Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway.
We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high.
Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required.
Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways.
This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs.
Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs.
Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks.
As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price.
Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics.
We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks
Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees.
We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve.
Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down.
Obyn obyn Obyn obyn obyn obyn Obyn obyn
May as well be a general camo for Ben level given that Trojan gives camo at 18 too
Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability.
Because it didn’t really matter before, but guess it kinda does now.
As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity.
Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this.
Like the Monkeys in Update 38, we hope the northern hemisphereans have been enjoying summer and are still looking forward to awesome weeks ahead, while our fellow southern hemisphereans are making good use of layers and counting the weeks until spring! We covered the remaining planned 2023 updates with the 37.x Notes, so this time simply giving a status update on a couple of those key items.
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” |
- Key New Features
- New Boss Bloon, Phayze!
- As existing Bosses continue to be tuned and refined, designing new Bosses becomes increasingly complex to find both visual and functional differences that truly mix up play styles, approach to eco, and Monkeys used. We knew camo would be a focus but the movement and entry migration proved to be essential as Phayze’s design took shape. We hope you enjoy the challenge!
- Phayze has the Camo property and spawns with a Reality Shield that increases its movement speed while the Shield is active. Monkeys can destroy this shield to reduce Phayze’s movement speed back to normal again
- Phayze triggers a Radar Jam every 24 seconds - this restores its Camo property if this has been lost & for 12 seconds grants Phayze immunity to any form of camo removal as well as disabling all shared Camo-granting buffs from towers
- When Radar Jam occurs Phayze also pulls all Bloons forward to Phayze’s Location and grants them the Camo property
- When each skull is reached, Phayze rebuilds the Reality Shield and warps forward, while opening a tear in the fabric of reality that allows for all Bloons to spawn further along the track. Note that the warp is proportional to track length, so shorter warps on short tracks and prepare for startling warps on longer tracks!
- Skulls also trigger a stacking slow aura around Phayze, which reduces the attack speed of all Monkey Towers until the boss is defeated
- Contested Territory Competitive Mode
- We’ve heard the community feedback and have wanted ourselves to help Teams define themselves as Competitive or Casual, so we’ve developed a system that allows Teams to set their stance to attract players with the same mindset as well as sign up for each CT and lock those Team rosters in to acknowledge and help address some of the Team griefing that we’ve seen happening.
- We’ve pushed the cadence for Contested Territory back one week to give time for Teams to review this new system and sign up for Competitive play.
- Mayors can now set their team stance inside their Team settings. All existing Teams will default to Casual, so Mayors will need to set their stance to Competitive in order for the team to sign up for each CT’s competitive leaderboards. Team members can send canned chat requests to set stance to Competitive.
- Teams that have been set to Competitive stance will appear in the Team search with a new shield icon indicating this Competitive stance and interest in recruiting competitive players.
- We understand that some Teams have been playing competitively with dormant Mayors. If you are on a Team with a dormant Mayor and want to play competitively, you can consider leaving your Team and using the Team search to identify Teams with the Competitive shield icon.
- Each CT event itself will now consist of two experiences: Competitive and Casual
- CT events will start with a pre-register time period starting after the previous CT ends and lasting until 24 hours before the next event begins. For Competitive Stance Teams, once 5 players sign up for Competitive play from their team screen OR the Mayor or Assistant Mayor signs the team up, a team will be registered for Competitive Mode for that CT only. This sign up will need to be done for each individual CT.
- Any teams that do not pre-register in time, or that are created after an event has already started will instead join the Casual event.
- Rewards have similarly changed with Global rewards and badges of any kind only available for Competitive leaderboards. Casual Teams will not have global leaderboards or rewards; they will have local leaderboards and rewards but no badges.
- Daily login reward remains regardless of Casual or Competitive modes
- Ticket system remains unchanged for both Casual and Competitive - individual tickets are awarded daily, with unused Team tickets available to the rest of the Team on a periodic basis
- Players who join a Competitive team after an event has already started will not be allowed to participate in CT until the next event starts. Players can freely join teams participating in Casual CT and immediately begin participating.
- New Awesome
- New Hero Skin: Lifeguard Brickell
- While already a true master of water defense, this update Brickell is diving in head first to take charge of Monkey water safety over the summer. There will be no running in the Water Park on her watch, especially from the Bloons, as her safety buoys pack a punch!
- New Intermediate Map: Water Park
- Sometimes Bloons want to cool off a bit too, whether it be on the waterslide or floating down the lazy river. But this is a Monkey Water Park so we can’t simply let them play around on their own!
- New Quests
- Trial By Fire - discover Gwendolin’s strengths and abilities
- Brickell Bootcamp - discover Brickell’s strengths and abilities
- Scoop’s Tall Tale - Scoop tells a tale about three brave monkeys, and this challenging 3 part adventure comes with some goodies for those persistent enough to make it through
- New Trophy Store Items
- Monkeys: Bomb Shooter Tortoise pet, because - of course!
- Bloons: Bloon Sunglasses decal and Boat MOAB skin to help celebrate summer
- Co-op: Tower Categories co-op emotes
- Game & UI: Jukebox track Fiesta Flamenco [Helium Heights Mix], Lawn Sprinkler Camo Trap, Sunset Strip profile banner, Beast Friends Forever avatar, Greenfoot Fields Avatar
- New CT Team Store items
- Water Props: Banana Pool Float
- Team Banners: Power Play banner
- Icons: Many Hands icon
- Frames: Gold Star Frame
- Game Changes / Additions
- Added Bronze & Silver map borders for completing all Easy/Medium medals, making for an easier entry barrier to get into map border collecting and add a more scaled progression to this reward system.
- Assigned more icons within the custom challenge creation UI making it easier to distinguish different game modifiers quickly
- Similar to cash earnings, ‘Regrown’ Bloons will now no longer count towards increasing a tower’s damage stat when they are popped repeatedly.
- Categorized and sorted Quests to organize Patch’s quest menu
- Added further support to grant our events more flexibility in Boss starting and finishing rounds
- Team search filter added to search for Competitive Teams
- Bug Fixes & General Changes
- Resolved a number of localization issues
- Resolved some issues with font size showing too small in some areas in certain languages
- ‘Bought’ and ‘Purchased’ text in the trophy store has been replaced to read ‘Owned’
- Resolved an issue causing different player callouts to appear in co-op
- Top section of the Play Social menu now reads ‘Social’ instead of ‘Co-op’
- Resolved an issue preventing the Polyphemus Eye from being re-opened after restarting a Chimps/Impoppable game
- Resolved a number of cases with projectile trails not scaling correctly with the projectile size slider
- Cleaned up some small excess pixels that were visible on friend portraits
- Party Quest BAD should no longer change to match the icon for whatever skin is equipped
- Resolved some issues with how ‘Wind’ knockback effects were applying to Bloons outside of the map / Blown back out of the entrance
- Resolved a softlock that could occur when attempting to purchase IAP while offline
- Loading a quest save no longer allows unsellable towers to be sold
- Resolved Camo Trap Incorrect Animation State on Map Restart
- Resolved a case in which Update Notes button would not be displayed in the options menu
- Resolved an issue where Quests would not save player progress if the player wins and chooses ‘Play Again’
- Account webview should now allow for text to be copied to clipboard
- Resolved an issue where partying ninjas did not have hands - while perhaps a definition of ninjaness, was a bit creepy
- Resolved an issue where loading quest saves could reset tower target locations
- Resolved an issue with 1000’s separator not being consistent across every language
- Resolved a bug where some profiles were showing shared profile stats of ‘8/7’
- Added Retry last round to some quests
- Pre-game prep spikes now use trophy store road spike cosmetics
- Event fixes & changes
- Behind the scenes maintenance on Boss leaderboard score processing
- Added an event icon to display if a Paragon Limit is being applied to events
- Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame
- Resolved an issue with Defeat UI being closed when Bosses leak in co-op
- Dealing damage to Dreadbloons armor now counts correctly towards tower damage
- Resolved an issue where some 1 shot effects could destroy the Lych Soul
- Tower Specific Fixes
- Dart Monkey
- ‘4 and 4’ Monkey Knowledge should now apply to the Dart Monkey Paragon
- Glue Gunner
- Fixed a bug with 420 glue gunner not spawning puddles from the splat
- Sniper Monkey
- 5xx Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase
- Monkey Sub
- 5xx Energizer should now correctly show it’s buff icon on Heroes below level 3
- Heli Pilot
- Door gunner can no longer collect towers from the Polyphemus Eye as it closes
- Dartling Gunner
- 2xx Dartling lock target no longer layers underneath Boss Bloons
- Wizard Monkey
- Wizard’s Phoenix should no longer show as overclock/door gunner targets
- Resolved an issue creating a permanent magus flamethrower attack
- Super Monkey
- 4xx Sun Temple should no longer sometimes disable the main beam attack after absorbing another mini sun avatar
- Alchemist
- Resolved an issue with transformed towers from Total Transformation showing broken UI if still selected when the effect expires
- Druid
- Upgrading a crosspathed Druid to x3x changes target prio to strong
- x3x Druid can no longer grab frozen bloons without popping them
- 030 Druid vines now have green thorns until crosspathed to 130
- Monkey Village
- xx5 Monkeyopolis now gives the correct cash amount in Half Cash mode
- xx5 Monkeyopolis resolved an issue with wrong purchase cost being shown until reselecting the tower
- Engineer
- Resolved a crash that could occur when trapping a fortified blimp with a 025 trap after upgrading the parent XXXL trap into a paragon
- Engineer Paragon sentries are now correctly destroyed if their platform is removed
- Engineer Paragon sentries no longer position incorrectly when placed as the round ends
- Engineer Paragon no longer defaults to throwing out a Green Sentry after loading a save
- Beast Handler
- Beast Handler merge hitbox size increased
- Resolved an issue with Beast Handler not showing path restriction UI in Challenge and Odyssey Editor
- Pat Fusty
- Placing towers in Pat’s radius will now show a grayed out Rallying Roar buff icon
- Adora
- Admiral Brickell
- Resolved an issue with Brickell’s Mega Mine not switching cosmetic assets
- Geraldo
- Geraldo’s restock rates are no longer 1 round longer if used from full stock
- Geraldo Rabbits placed on ice platforms no longer prevent them from merging
- Geraldo’s rabbit should no longer despawn when attacking in vicinity of an ice platform
- Geraldo’s Rabbits should no longer become extinct due to climate change on Erosion
- Paragon Totems can no longer be overclocked
- Geraldo’s action figure should no longer inherit the wrong sell value when reassigned in co op
- Platform Specific fixes
- Arcade & Netflix friends names now have a dynamic font resolving display issues
- Balance Changes
- Dart Monkey
“ | Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. Given the shift to more use in Boomerang Paragon with recent buffs making it more desirable we are again swapping the prices on these 2 paragons around. | ” |
~ Ninja Kiwi |
- Spike-o-pult now allows re-hitting targets after bounces
- Apex Plasma Master cost reduced $350,000 → $325,000
- Apex Plasma Master now benefits from the 4 And 4 MK.
- Boomerang Monkey
“ | Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. Permacharge as a very good T5 doesn’t feel like it needs to have a cooldown buff over the T3 given how small this benefit is. As mentioned above on the Dart Monkey, these Paragons are having their prices swapped around and Boomerang Paragon’s Orbit attack is having the fortification bonus damage removed as this number was so small it added no value to the tower anyway. | ” |
~ Ninja Kiwi |
- Long Range Rangs range bonus increased (15% → 33%), range increased from 49.5 to 57.2.
- 5-0-1 Glaive Lord radius increase from Long Range Rangs increased (15% → 33%), range increased from 34.5 to 40.
- Perma-Charge ability cooldown (40s → 45s), initial cooldown reduced (8.33s → 15s)
- Glaive Dominus's orbiting glaives no longer deal +2 damage to fortified
- Glaive Dominus cost increased from $325,000 → $350,000
- Bomb Shooter
“ | We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. Recursive Cluster is also having the pierce of the recursions increased a little again; while we felt it needed a nerf earlier, the amount cut from it last time was too high. | ” |
~ Ninja Kiwi |
- Really Big Bombs now pushes back Bloons by 10 units per explosive hit. Also affects Bloon Impact.
- Bloon Impact stun duration increased from 1s → 1.4s
- Bloon Crush pushes back MOAB-class bloons by 5 units per explosive hit.
- Recursive Cluster second cluster pierce multiplier increased x3 → x4. Also affects Bomb Blitz.
- 0-x-4: 24 → 32
- 1-0-4: 42 → 56
- 2-0-4: 72 → 96
- Tack Shooter
“ | Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. Ring of Fire also generally has too high a pierce amount for how effective it is at utilizing its full pierce value. Maelstrom crosspathing? Why not, feels that this could be cool to try out, and more consistency on bottom crosspath may be able to make it the preferred ability crosspath while top path which already improves the base tower more will give back the massive pierce amount for times where the greater punch per use is required. | ” |
~ Ninja Kiwi |
- x-0-5 The Tack Zone base pierce reduced (4 → 2)
- 0-2-5 The Tack Zone pierce reduced (10 → 8)
- The Tack Zone attack cooldown multiplier reduced (0.75x → 0.65x), attack speed bonus increased (+33% → +54%)
- 4-0-x Ring of Fire pierce reduced 40 → 30
- 4-1-0 Ring of Fire pierce reduced 50 → 30
- 4-2-0 Ring of Fire pierce reduced 60 → 45
- 0-4-1 Blade Maelstrom now changes rotation direction to counter-clockwise. Also affects Super Maelstrom.
- Blade Maelstrom pierce reduced across all crosspaths except 2-4-0.
- 0-4-x Blade Maelstrom pierce reduced 200 → 120
- 1-4-0 Blade Maelstrom pierce reduced 200 → 160
- 2-4-0 Blade Maelstrom pierce remains at 200
- 0-4-1 Blade Maelstrom duration increased 3s → 3.5s
- 0-4-2 Blade Maelstrom duration increased 3s → 4s
- Super Maelstorm pierce reduced across all crosspaths except for 2-5-0.
- 0-5-x Super Maelstrom pierce reduced 500 → 300
- 1-5-0 Super Maelstrom pierce reduced 500 → 400
- 2-5-0 Super Maelstrom pierce remains at 500
- 0-5-1 Blade Maelstrom duration increased 9s → 10.5s
- 0-5-2 Blade Maelstrom duration increased 9s → 12s
- Ice Monkey
“ | Plenty of attention has been drawn to the high power of Ice, so we’re continuing to work on slowly dialing this back in fair ways. | ” |
~ Ninja Kiwi |
- Arctic Wind pierce 100 → 40. Also affects Snowstorm but not Absolute Zero (300).
- Cryo Cannon now has 20% shorter freeze lifespan, base freeze lifespan from 1.5s → 1.2s
- Glue Gunner
“ | This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. Also adding a little extra bonus for Relentless glue, allowing the stun splats to work on smaller MOABs & DDTs. | ” |
~ Ninja Kiwi |
- Bloon Liquefier and The Bloon Solver will now only drop puddles from the first child in the split
- Bloon Liquefier and The Bloon Solver puddles no longer hit Camo Bloons innately
- Relentless Glue stun-on-pop splash now stuns DDTs and MOABs for 0.25s
- Sniper Monkey
“ | Sniper farming gets a bit, er, very tedious in lategame when you reach large numbers of x4xs. | ” |
~ Ninja Kiwi |
- Elite Sniper's Elite Supply Drop will now also trigger all other Supply Drop Abilities
- Elite Sniper's Elite Supply Drop no longer shares button space in the ability quickbar with other Supply Drop abilities.
- Monkey Buccaneer
“ | Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks. | ” |
~ Ninja Kiwi |
- 1-0-1 Long Range more pierce to the main dart attack +1 → +2
- 0-3-1 Cannonship cannonball pierce 28 → 35
- 0-3-1 Cannonball frags pierce 1 → 2
- Monkey Ace
“ | As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price. | ” |
~ Ninja Kiwi |
- Ground Zero ability pierce increased from 1000 → 2000
- Heli Pilot
“ | Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. At the same time, the T4 Support Chinook is also having a large increase to make it now a more powerful real end-game choice for a lategame version of Downdraft that can quickly deal with large groups of Super Ceramics. | ” |
~ Ninja Kiwi |
- x-3-0 Downdraft's blowback rate decreased (0.15s → 0.225s). Does not affect Support Chinook (0.15s).
- 0-3-2 Downdraft's blowback rate decreased (0.12s → 0.18s). Does not affect Support Chinook (0.12s).
- Downdraft's blowback pierce increased (1 → 2)
- Downdraft's blowback now gains a +1 pierce penalty versus Ceramics. Also affects Support Chinook.
- Support Chinook's blowback pierce increased (1 → 4)
- Support Chinook's blowback no longer increases blowback distance, maximum blowback reduced from 300 to 150.
- Dartling Gunner
“ | We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks | ” |
~ Ninja Kiwi |
- 2-0-3 Buckshot shock bonus damage increased from 1 → 2
- 2-0-4 BADs shock bonus damage increased from 1 → 3
- 2-0-5 BEZ shock bonus damage increased from 1 → 6
- Wizard Monkey
“ | Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. When the Wizard Paragon released it unintentionally drained mana from every target the main attack came into contact with, which caused the passive mana drain to scale much faster with degrees than intended. At a base level it was balanced around this factor though so the passive mana drain values have been properly reworked to trigger from attacks being performed with amounts keeping it roughly similar but not scaling up to such crazy fast drains with the high degrees. | ” |
~ Ninja Kiwi |
- Dragon’s Breath price increased from $3000 → $3300
- Summon Phoenix no longer has innate camo detection, now requiring the 0-4-2 crosspath for Phoenix ability to see Camo innately. Also affects 0-5-2 Wizard Lord Phoenix.
- Summon Phoenix's targeting priorities can now be adjusted using targeting options while the phoenix is active, instead of set only on the targeting priority of the parent Wizard at the time of spawning.
- Ninja Kiwi describes it as "Summon Phoenix beloved phoenix micro has been restored".
- Necromancer targeted spawn point can now be reset back to default by activating the target option, then canceling without selecting a point
- Magus Perfectus no longer drains 100 mana for every single Bloon hit by the main attack, instead, it drains mana for generating certain spells.
- No longer drains mana for damaging bloons
- Each main attack fired drains mana 50
- Each Phoenix firebomb attack fired drains mana 50
- Zombie Bloon spawn mana cost increased from 100 → 250
- Zombie Bloons travel range increased from 175 → 400
- Super Monkey
“ | We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges. | ” |
~ Ninja Kiwi |
- 0-4-1 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2
- Ninja Monkey
“ | We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius. | ” |
~ Ninja Kiwi |
- Ninja Discipline no longer grants +7 increased range
- Seeking Shuriken now grants +7 increased range
- Sticky Bomb base range increased from 40 → 55
- Sticky Bomb's sticky bomb no longer receives +50% extra range, instead matching base tower. Base range of the sticky bomb attack reduced from 60 → 55. Does not affect Master Bomber's master sticky bomb.
- Druid
“ | Druid of the Storm is too inconsistent due to placement causing projectiles to intersect the path and spend very little time actually touching Bloons, it is gaining some homing to keep the nados running along the track over the top of Bloons to more consistently utilize their high pierce value. We love how this is working and hope you do, too. Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation. | ” |
~ Ninja Kiwi |
- Druid of the Storm tornado gains strong homing
- Druid of the Storm tornado travel distance increased from 80 → 100
- Superstorm cost decreased ($65,000 → $60,000)
- Jungle's Bounty vine brambles damage increased from 1 → 2
- Jungle's Bounty cash bonus per farm in range from +$120 → +$130
- Spike Factory
“ | Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. A flat pierce increase is added on to middle T5’s base attack to reduce crosspath dependency & improve r100 strength. Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it | ” |
~ Ninja Kiwi |
- 4-0-1 Spiked Mines explosion blast radius increased 30 → 40
- 5-0-1 Super Mines large explosion blast radius increased 100 → 133
- Smart Spikes passive ability duration increased (2.5s → 3s)
- Carpet of Spikes regular and ability spikes now gain +5 pierce
- Ninja Kiwi claims it only affects the main attack, but testing shows that the +5 pierce also affects ability and passive spikes too.
- Base Perma-Spike pierce increased 25 → 50
- 1-0-5 Perma-Spike pierce increased 45 → 90
- Perma-Spike damage decreased (15 → 10)
- x-0-5 Permaspike attack rate reduced 4.85s → 6.0625s
- 0-1-5: 3.38s → 4.85s
- 0-2-5: 2.72s → 3.40s
- Perma-Spike's start-of-round attack speed duration increased (2.5s → 10s)
- Permaspike start of round buff duration 2.5s → 10s
- Monkey Village
“ | As a 1 per player T5 we didn’t mind this being excessively powerful at a base level, however the base level became so powerful people stopped investing into the actual farm sacrificing aspect, so we’re dropping this base value down to not skip massively ahead of the normal farm curve. | ” |
~ Ninja Kiwi |
- Monkeyopolis base cash generation decreased ($2500 → $1250), one Farm cash generation decreased ($2700 → $1450)
- Beast Handler
“ | Compared to other T4 Beast Handlers and given the high cost of merging multiple beasts we agreed that the Orca & Megalodon’s total prices were too much more expensive for their somewhat random nature. The lower tiers on middle path Microraptor and Velociraptor are seeing all-round reductions as both have too high a base power and benefit too much from merges, gaining an overall greater attack speed benefit percentage-wise from merges than Trex does. Pouakai’s base pierce value was far too high so this along with the merge amount is being taken down. | ” |
~ Ninja Kiwi |
- Orca price reduced from $16,000 → $12,500
- Adasaurus attack cooldown scale reduced (0.3439s → 0.3105s). Max Adasaurus attack cooldown increased from 0.5561s to 0.5895s.
- Velociraptor attack cooldown scale reduced (0.3951s → 0.3105s). Max Velociraptor attack cooldown increased from to 0.5049s to 0.5895s.
- Adasaurus pierce decreased, base value decreased (10 → 8) and maximum value decreased (25 → 20)
- Adasaurus base pierce reduced (10 → 8)
- Adasaurus total range of pierce values decreased (15 → 12)
- Velociraptor damage decreased, base value decreased (12 → 9) and maximum value decreased (36 → 27)
- Velociraptor base damage reduced (12 → 9)
- Velociraptor total range of damage values decreased (24 → 18)
- Velociraptor bonus stunned damage decreased, base value unchanged (+3) and maximum value decreased (+11 → +9)
- Pouākai pierce decreased, base value decreased (300 → 200) and maximum value decreased (700 → 450)
- Pouākai base pierce reduced (300 → 200)
- Pouākai total range of pierce values decreased (400 → 250)
- Obyn Greenfoot
“ | Obyn obyn Obyn obyn obyn obyn Obyn obyn
|
” |
~ Ninja Kiwi making a joke |
- Benjamin
“ | May as well be a general camo for Ben level given that Trojan gives camo at 18 too | ” |
~ Ninja Kiwi |
- Level 18+ Syphon Funding affects DDTs
- Adora
“ | Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability. | ” |
~ Ninja Kiwi |
- Long Arm of Light cooldown increased from 35s → 40s
- Level 13+ main attack pierce reduced from 13 → 11
- Etienne
“ | Because it didn’t really matter before, but guess it kinda does now. | ” |
~ Ninja Kiwi |
- Lv10+ UCAV ability can now naturally see Camo Bloons
- Note: This buff allows UCAV's camo-popping to function versus Phayze
- Vortex
“ | As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity. | ” |
~ Ninja Kiwi |
- Paragons no longer resist 50% percentage of Vortex's stun duration
- Vortex's stun duration reworked at all tiers except Normal T1, overall decreasing duration at higher tiers.
- Normal T1 remains 16s
- Normal T2: 16s → 19s
- Normal T3: 20s → 21s
- Normal T4: 25s → 24s
- Normal T5: 30s → 27s
- Elite T1: 20s → 18s
- Elite T2: 25s → 21s
- Elite T3: 30s → 24s
- Elite T4: 36s → 27s
- Elite T5: 40s → 30s
- Lych
“ | Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this. | ” |
~ Ninja Kiwi |
- Lych now triggers the 'buff drain' attack immediately on spawn
- Looking Forward
Like the Monkeys in Update 38, we hope the northern hemisphereans have been enjoying summer and are still looking forward to awesome weeks ahead, while our fellow southern hemisphereans are making good use of layers and counting the weeks until spring!
We covered the remaining planned 2023 updates with the 37.x Notes, so this time simply giving a status update on a couple of those key items.
- Console
- As this text is typed, we are working on our last Xbox bugs and should be submitting for that platform very soon. We’ve continued to make improvements in controls and display, and spent heaps of time testing the Xbox requirements but the submission process will take time.
- We can’t call a release date for Xbox yet, but we are certainly hoping for late August, and as soon as we have a confirmed date we’ll let the community know through Ninja Kiwi social feeds and also share some videos before then of what it looks like.
- We have decided on a price point of US$29.99, based on the massive amount of additional work done and ongoing, especially around couch-coop and updates, and the depth of gameplay available in BTD6 versus other games at similar and much higher price points. We hope you will find that price point fair when you make that comparison, and we hope we’ll have tons of fans support the console version when it launches, but please do know we will be participating in periodic sales so that players who can’t spend that much initially will still have a chance to own and play BTD6 on console.
- It is also important to understand that BTD6 Console will not cross-play with mobile and PC. Console will launch with a content equivalent of Update 32, minus CT. It was simply not possible to make traction on console without freezing content updates. Our plan will be to update the console platforms to more current content after PlayStation has launched.
- PlayStation has been developed in parallel but will need its own requirements QA sweep, so will come as soon after Xbox as we can.
- Switch is not in development yet, as it requires even further additional work, and we’re keen to see what the response to Xbox and PlayStation will be, and the general demand for Switch - if you want BTD6 on Switch, please let us know!
- Map Editor
- Just relaying excitement here! We are getting close to sharing work-in-progress visuals but for now please accept words - it is looking so good! Client side and UI flow work is going very well, and we’re doing our best to frame what is actually achievable between now and early October when we’re hoping to release 39.0. We have heaps of server side work to do but the intent is to wrap up client side core features next week then spend the bulk of August on client polish, UI integration, curation, and server. September should be about further polish, testing, and hopefully some work-in-progress map building videos from our awesome Bloons-focused content creators! Thanks for reading!
Quotes[]
“ | Thanks so much for the feedback on Lifeguard Brickell’s shirt/flag icon! It’s super important for us to respect the use of the red cross icon, so this has now been changed in time for the update being submitted for release! :) | ” |
~ Ninja Kiwi, Twitter post |
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