Version 41.0 was released on February 7th 2024. It is the first major update of 2024. Several sub-updates were released in between.
Initially, Version 41.0 was announced in Ninja Kiwi's patch notes for earlier versions (including patch notes for v39.0 and v40.0). Version 41.0 was stated to be a minor content update to begin 2024, as the Ninja Kiwi Auckland team take a long break during the Christmas season.
Version 41.0 introduces the Nautic Siege Core, the Monkey Sub Paragon. Among the bigger changes for the update, CHIMPS and Apopalypse have received major changes. Standard CHIMPS now allows for a "Retry Last Round" that essentially acts like backing out of the game and retrying a round, which still permits a Red CHIMPS completion but voids the Black CHIMPS completion. Apopalypse now also grants end-of-round cash upon popping all bloons in a round. The new map for this update is Sulfur Springs, an Intermediate Map. Map Editor has additionally gained a new content pack: a candy pack based primarily on Candy Falls.
In terms of balance changes, most balance changes center around synergetic balance, alongside a small general nerf to Corvus, and reworks to Gwendolin's to shuffle her power on the higher levels. This also marks the update where further damage type changes commenced, including removal of innate lead-popping from Super Maelstrom and Carrier Flagship, frozen-popping for Blade Shooter, and removal of innate black-popping from primary explosions of The Big One and The Biggest One.
Version 41.3[]
Exclusive to BTD6+, this adds minor bug fixes.
Version 41.2[]
Version 41.2 patch notes on r/btd6
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Full update 41.0 update notes here: https://www.reddit.com/r/btd6/comments/1akoc55/update_bloons_td_6_v410_update_notes/ |
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- v41.2 Fixes
- Modified Corvus tutorial quest to be a little easier
- Retry Last Round should now work correctly when loading saved custom maps
- Resolved an issue where custom maps validated in CHIMPS would not be shareable
- Resolved an issue on Epic version with internet connection requirement for purchases
- Resolved a crash that could occur upon creation of Paragon towers
- Resolved a number of other minor crashes
- For Custom Maps the maximum number of ‘Areas’ has been increased from 10 to 20
“ | As the majority of Nautic Siege Core’s damage comes from the Fallout left behind, and these static track objects struggle to keep up with freeplay speed scaling, we’ve decided it feels better to not delay a simple quick change shifting most damage here from the standard ‘Boss Bonuses’ into a baseline of raw high damage for regular freeplay. | ” |
~ Ninja Kiwi |
- Final Strike initial impact damage per missile increased from 30k to 50k
- Final Strike initial impact Boss bonus damage per missile reduced from +30k to +10k
- Final Strike MOAB-class bonus damage per Fallout Puddle increased from +40 to +60
- Final Strike Boss bonus damage per Fallout Puddle reduced from +50 to +30
Version 41.1[]
Version 41.x patch notes on r/btd6
“ | Update: Bloons TD 6 v41.1 - Update Notes!
Full patch notes: https://www.reddit.com/r/btd6/comments/1akoc55/update_bloons_td_6_v410_update_notes/ |
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- Bug Fixes and General Changes
- Resolved some alignment issues with Arabic Language
- Pre-Game Prep spikes are now visible on Sulphur Springs
- Monkey Wall Street ‘banana collection radius’ now increases correctly with buffs
- Replaced ‘5’ Balloon from Party Time menu theme as this greatly bothered some people
- Flash Bomb's stun lasts through 2 more layers to match the new damage value
- xx4 Comanche Defense mini helis expire correctly instead of contemplating the greatest plan
- This bug had occurred in 41.0. Example of this bug occurring (r/btd6).
- Resolved an issue that could visually fail to display rewards in co-op lobbies
- Pre-Emptive Striker will no longer fires while frozen on Glacial Trail
- Spike-o-pult damage changes added in v40.0 now works correctly with crosspaths
- xx2 Alchemist pools last the correct duration
- Striker Jones Level 8 buff now works on all levels
- Added a cooldown to Submerge Toggle of 1s
Version 41.0[]
Update preview was released on r/btd6 in the "Bloons TD 6 v41.0 - Update Preview!" post by Ninja Kiwi. A full update patch notes was released here.
- Patch notes
“ | Update: Bloons TD 6 v41.0 - Update Notes!
Update: Bloons TD 6 v41.0 - Update Notes! Available now for most platform 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://www.youtube.com/watch?v=aMHaWUhZy-w
To avoid going into the same detail each time it comes up, some of the real meaning of camo & damage-types along with the value of many tower synergies/combinations has been lost with the growing number of towers that have high power but very few weaknesses in spite of this. We are making efforts to either scale back on excessive power as needed, or bring back some of those weaknesses to justify higher power levels. We think these capability tradeoffs are central to strategic planning and combinations, so we'll continue to look at balance in this area.
Spike-o-pult is too weak for how slow it is.
Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we're reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency.
Just a little cost coming off the Bloon Impact upgrade, with some cost also moving up from Assassin to Eliminator to move this usage.
Inferno Ring didn't need the pierce reduction that was last applied to Ring of Fire so we're adding this back. The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime.
Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. Super Glue isn't a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher.
Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades.
We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we'd like simplification. Heat-Tipped Darts doesn't increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn't be required to maximize the rate of submerged subs, instead we'd rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so 'Submerge' is moving to a new Tower Special rather than target priority. Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on.
Aircraft Carrier has many problems in general and we could write multiple paragraphs about what went on with the decision making on this one upgrade but tldr; overhauling the feel with a big shuffle around of stats and greatly improved targeting to make the tower far more enjoyable & reliable. As noted earlier, Middle Path was identified as not having weakness to justify the power and is seeing changes related to that.
Sky Shredder somewhat justifies its power as one of the very best towers in the game, although everything at this level is a bit too cheap. Exploding pineapples gained a larger rate bonus from crosspathing than the main attack did to make up for its base rate being so poor, so we're fixing that poor base rate while keeping the crosspath bonus the same. Centered Path these days adds a lot more potential power to Ace than before and we are moving price down into it from Neva-Miss. Neva-Miss itself is too fun and cool to be lost completely on the very next upgrade so it's coming back to Spectre as an additional attack, as this main attack is back again 204 no longer needs to give an additional conflicting crosspath benefit. Finally, the Doomship continues to outperform all other paragon significantly enough even for the much higher price that we feel the need to slightly increase the ability cooldown - although the new buff from sub paragon lowers this back down to exactly 45 again anyway.
Pursuit will now interact with Patrol Points in a limited 'pursuit between points', with this now you will be able to make your pursuit heli stay on one side on multi-path maps without getting stuck in the middle. Razor Rotors is fairly good now, but it could still justify a little more power given the weaknesses of the expensive upgrades that it builds into.
Such a heavily explosive based tower upgrade to ignore its explosive weakness on every path didn't sit right, some of the Normal damage type on top path is now trading in to make it stronger in other ways. BAD/Boss damage was used to help prevent middle path falling flat against strong single targets - but the more recent rework did farr better at bringing great power to this path so we're cutting back on those bonuses again now. Signal flare is too effective a cheap full map de-camo though a little unreliable due to the lower rate & low radius of de-camo, cost is increasing a little but also with greater radius for the de-camo area to improve reliability and a power buff at Shattering Shells for there to be more of a reason to path through Signal Flare rather than stop at it.
Laser Cannon is not a great stepping stone for Plasma Accelerator, we think these are ok though so adjusting prices between them slightly. Focussed Firing feels too important for Rocket Storm with how wide the base spread is for the ability, so we're improving base spread significantly.
Dragon's Breath is too much of an early powerhouse right now, as the DoT doesn't care for high rate we're reducing that rate, but slightly reducing the cost of Phoenix as well. Magus currently has higher single target on the drain beam than the main spike attack at degree 1, the intended mechanical functionality of this tower prevents drain beam being left active at all times, and we also don't want players to stay on drain mode all the time so we are shifting power levels around a little to give these attacks the same overall degree 1 single target power.
We weren't sure we'd see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we're moving costs from top to middle crosspath
Flash Bomb has pierce too excessive for Shinobi Tactics to do anything for it but then lacks any actual damage output, so this high pierce is trading in for greater damage. Master Bomber's MOAB stun was not changed when Flashbomb stun duration was previously increased, so it is now increasing to match
Acidic Mixture Dip is a strong offender removing many weaknesses in the game for exceptionally low of a cost. Acid Pools only adds anything to the tower when there are no Bloons around, so we're making it a hybrid that benefits somewhat from this upgrade even while attacking normally.
Hard Thorns is useful and often taken for crosspath even if not going for 2xx as lightning is comparatively very expensive for what it offers so moving Thunder's cost out into both the surrounding upgrades.
Middle spactory buffs were a fair amount overdone, cutting back more on this.
Improvements for Sentry Expert AI based on your feedback. Some minor QoL buffs for Ultraboost as it's very expensive over multiple T4s. Lastly Bloontrap was rather unfairly able to steal all cash in Co-op games; we want to avoid dividing one player's farm earnings between the group entirely, but decided on a compromise here to prevent it from stealing that base amount.
Megalodon's maximum time to drag MOABs to the depths was higher than at T4 given that it now has to account for grabbing BADs, we've now separated this out for a separate max time for BADs and reduced drag time for other MOABs to match the T4 again - along with much stronger & faster thrash knockbacks. T-Rex has been generally too strong while still sitting in a spot we like in terms of gameplay so we have slightly reduced damage and pierce. Bottom path birds up to T3 are also just a little too good for the cost and are all going up about 5% with Condor's price being reduced to compensate.
Much more shifting of Gwen's power to even her out into higher tiers
There's very few places to obtain 'percentage pierce', and looking at it we feel like this is something that really does fit where Striker's Explosives Expert could improve on for everyone, not just Bomb Shooters - especially given that this buff would be quite significant for Mortars and never previously applied for them, or maybe even encourage Striker in niche strategies that don't need these towers.
While powerful, Obyn's Totem can be quite unreliable so we're reducing that inconsistency by allowing more totems to exist at one time and preventing them targeting inactive lanes. Previously Obyn attempted to help Tornadoes against MOABs with a damage bonus, as we've now decided the best way to make them better against MOABs is simply to not target them this buff no longer serves a purpose, so it is instead being replaced with a rate buff to Tornadoes. Finally as Wall of Trees is one of the longer cooldowns in the game and lacks as much of a punch as other hero abilities we're buffing that cooldown a fair amount with the level 20 upgrade.
Sorry Brickell, at least there's a bunch of Buccaneer & Sub changes and 2 paragon friends to work with!
We feel the higher level of complexity of Geraldo (along with simply much greater effort required to produce heroes like this) places him up on an elite tier of heroes we don't necessarily want players to jump right into before learning the game more, as we previously announced at the end of last year his unlock cost is now being increased to reflect this. A number of Gerry's items are also being tweaked here along with a base placement cost increase as he is also overperforming in a number of ways compared to other heroes.
We all knew Corvus would have to come down, he'll most likely still need some further tweaks after this but we want to settle him in slowly and not overnerf things too much - as he deserves to keep a high ranking spot among the heroes.
Ace balance early on has been problematic in some cases, instead of directly nerfing Ace we felt the most fair solution here was to instead nerf this knowledge point as it can interact in an extremely powerful way with how many projectiles these towers can produce at low upgrades.
Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement
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- New Awesome
- New Paragon, the Nautic Siege Core!
- Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we're really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.
- Unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.
- While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.
- At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.
- New Map, Sulphur Springs
- We've had fun roundabout maps in BTD5 and we harken to that around a different visual theme than usual and effort behind specific placement locations.
- New Quests
- Pat Fusty Hero Test
- Psi Hero Test
- MOAB Madness - still great and even better
- New Trophy Store Items
- Heroes: Benjamin pet - it's a mouse of course! Yes, we couldn't resist.
- Bloons: MOAB Bee skin, because, well, bees
- Game & UI: Dread Rising avatar (Dreadbloon), Year of the Wood Dragon profile banner
- Limited Time only
- Powers: Pontoon Chocolate Bar
- Avatar: Flower Friends Corvus
- New CT Team Store items
- Base Props: Wizard Apprentice prop
- Team Banners: Monkey Squad banner
- Icons: Year of the Dragon icon, Cheeping Chick icon
- Frames: Year of the Dragon frame, Bees N' Flowers frame
- Game Changes / Additions
This section is incomplete. You can help by expanding it. |
“ | A much requested change, Apopalypse Mode now grants end of round cash. We've agreed that start strategies can be too limiting, especially on harder maps, so this is intended to bring more variety back to the mode. | ” |
~ Ninja Kiwi, 41.0 Preview Notes |
- Apopalypse Mode now grants end-of-round cash upon popping all waves of a round.
“ |
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” |
~ Ninja Kiwi |
- CHIMPS Mode now allows a "Retry Last Round" option in standard CHIMPS gameplay, which reloads back to the last round but voids the Black CHIMPS run.
- As always intended, Boss Challenge mode now allows for co-op, with separate score tracking for all player counts
- Maps Menu Search Functionality
- Players can now search within the maps menu to more easily track down the ones they are looking for, map names are also localized to the current language the player has set
- Along with this a number of QoL terms can be used for filtering this search
- Commands start with '/', and return results both in English and the language currently set if different from English
- Searching by map name does not require a full exact match but commands do
- /Events shows all maps with any events (Teams, Golden Bloon, Collection)
- /ShowIncomplete or /NoMedals shows maps that are not Gold/Black Bordered
- /Show /AllMedals shows maps with all medals (Gold or Black Border)
- /Black, /Gold, /Silver, /Bronze shows maps with those borders
- Map Editor
- Candyfalls Pack containing extra special items, unlockable with Monkey Money or direct IAP
- Various new free spring themed assets & additions
- New asset tags for Candy (Biome), Spring (Biome), Easter (Seasonal)
- Multi-stage quests now allow for any stage to be replayed without resetting the quest
- Arabic Language
- By popular request and with any number of technical and display issues for right to left reading script, Arabic is finally in the game!
- Bug Fixes & General Changes
- A number of localization changes
- Retry Last Round no longer offered round 1, as this doesn't do anything
- Using the Monkey Special hotkey with a Techbot selected should no longer crash
- Losing internet while rejoining co-op should no longer cause performance issues
- Added reminder icons to the Logout message for how accounts are logged in
- Hero menu should no longer select the wrong hero after new unlocks
- Modified the Turtle ZOMG alignment to improve visual overlays
- Damage Done to Bosses profile stat no longer overflows
- Co-op games should again give expected r100 rewards
- Resolved a crash with games started online then shifted to offline
- Removed Herobrine
- Event bug fixes
- Added 'Ran out of time' defeat screen for Boss Events
- Boss menu borders can no longer show within the Hero menu
- Boss shields now scale correctly with Boss HP Multipliers
- Resolved an issue that could display Quest dialogue in Boss Co-op games
- Declining invite requests in Contested Territory should no longer crash
- Viewing tower upgrades can no longer bypass Race pause penalty
- Resolved CT props being interactable in the background within the Team Store
- Events now marked as Login Required to guest accounts rather than No Event Active
- CT Banner/Emblem changes no longer require a UI refresh to apply changes
- CT Store now highlights the selected item when entering from the team edit menu.
- Resolved a rare crash on entering a co-op daily lobby
- Matching CT scores now sort by capture time
- Map Specific Fixes
- Pre-game Prep spikes now work on Reverse Midnight Mansion
- Resolved a number of visual & save loading bugs on Glacial Trail
- Tower Specific Fixes
- Tack Shooter
- 4xx Ring of Fire visual errors resolved
- Glue Gunner
- 005 Super Glue pop splats are no longer locked to 004 stats until crosspathing
- Sniper Monkey
- x4x Supply Drops can now be picked up if the tower is sold
- Monkey Buccaneer
- Flanking Maneuvers knowledge now works for Navarch of the Seas
- Heli Pilot
- Chinooking a 030/040/050 Super Monkey no longer crashes the game
- 205 Comanche Commander no longer deals +1 damage on 2 out of 4 darts
- Mortar Monkey
- xx4 Shattering Shells should no longer fail to strip regen property sometimes
- Dartling Gunner
- xx3 Buckshot should now show blocking areas when selected
- Wizard Monkey
- Fixed that phoenix entanglement thing
- Magus Perfectus should no longer crash sometimes when loading save
- Alchemist
- x5x tower duplication should no longer be happening on transfrom
- Druid
- x5x Spirit of the Forest track vines can no longer damage while frozen on Glacial Trail
- Engineer
- x4x Overclock no longer tries to target paragons (crashing)
- xx4 Bloon Trap no longer displays double the income on summary
- Vigilant Sentries MK should now apply for the Master Builder
- Hero Specific Fixes
- Obyn Greenfoot
- Lv10 Wall of Trees no longer displays double the income on summary
- Admiral Brickell
- Lv7 Blast Chain can no longer be drained by Lych
- Brickell's Lifeguard skin no longer fails to load when placed in the top-right
- Brickell should no longer fail to buff water towers in Custom Maps
- Sauda
- No longer plays the wrong level up animation for Lv20
- Geraldo
- No longer plays the wrong level up animation for Lv20
- Sharpening Stone should now save correctly on subtowers
- Corvus
- Corvus no longer Haunts Golden Bloons
- Corvus's Soul Barrier now allows life lost effects to trigger
- Disabling Recovery no longer bypasses Overload downtime
- Purchasing a continue on full mana should no longer fail to reset spell cooldowns
- Resolved Echo'd 2nd spirit sometimes failing to load when 'retrying' multiple times
- Channeled spells toggled ON no longer stay in spellbook if Corvus is sold
- Corvus' Spirit no longer grants range to Intel Subs
- Platform Specific fixes
- PC: The 'Monkey Special 2' hotkey can now trigger the 'Cast/Dismiss' button for Corvus
- Balance Changes
- Tower Balance
“ | To avoid going into the same detail each time it comes up, some of the real meaning of camo & damage-types along with the value of many tower synergies/combinations has been lost with the growing number of towers that have high power but very few weaknesses in spite of this. We are making efforts to either scale back on excessive power as needed, or bring back some of those weaknesses to justify higher power levels. We think these capability tradeoffs are central to strategic planning and combinations, so we'll continue to look at balance in this area. | ” |
~ Ninja Kiwi |
- Dart Monkey
“ | Spike-o-pult is too weak for how slow it is. | ” |
~ Ninja Kiwi |
- Spike-o-pult damage increased from 1 to 2. Does not affect Juggernaut (2).
- Spike-o-pult ceramic bonus no longer gives +1 Ceramic damage. Does not affect Juggernaut (+4)
- Boomerang Monkey
“ | Glaives are heavily focused grouped cleanup with low damage but high target count, however this scales poorly into MOABs & lategame so we're reworking Ricochet to a much cheaper but weaker starting cleanup with MOAR staying a significant upgrade over this. As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency. | ” |
~ Ninja Kiwi |
- Glaive Ricochet price reduced from $1200 to $600
- Glaive Ricochet pierce reduced from 60 to 30
- Glaive Ricochet bounce distance reduced from 90 to 60. Does not affect MOAR Glaives bounce distance, which remains 180.
- MOAR Glaives attack cooldown reduced from 0.6s to 0.4s
- MOAR Glaives pierce reduced from 100 to 80
- Glaive Lord bounce distance increased from 180 to infinite
- Glaive Lord orbital attack no longer deals +2 bonus Fortified damage
- Glaive Lord orbital attack cooldown reduced from 0.1s to 0.08s
- Bomb Shooter
“ | Just a little cost coming off the Bloon Impact upgrade, with some cost also moving up from Assassin to Eliminator to move this usage. | ” |
~ Ninja Kiwi |
- Bloon Impact price reduced from $3600 to $3200
- MOAB Assassin price reduced from $3200 to $3100
- MOAB Eliminator price increased from $25,000 to $25,500
- Tack Shooter
“ | Inferno Ring didn't need the pierce reduction that was last applied to Ring of Fire so we're adding this back. The recent ability crosspathing for Tack Shooter was fun but feels too lopsided as pierce concerns are very niche on Maelstrom, instead we want to shift this entire focus around for top path to be the rate crosspath for more damage in a shorter amount of time and leaving bottom mainly about greater overall uptime. | ” |
~ Ninja Kiwi |
- 5-0-x Inferno Ring pierce increased from 30 to 45
- 5-2-0 Inferno Ring pierce increased from 45 to 60
- Blade Shooter damage type changed from Sharp to Shatter
- Note: This change blocks Flint Tips, and since Blade Shooter naturally gets frozen-popping when MK is enabled, it has no difference on MK-enabled Race Events. However, it now has natural synergy with freezing sources, especially Ice Shards.
- Super Maelstrom ability damage type changed from Normal to Shatter
- Blade Maelstrom ability pierce increased on all crosspaths to match 2-4-0 crosspath
- 0-4-x Blade Maelstrom ability pierce increased from 120 to 200
- 1-4-0 Blade Maelstrom ability pierce increased from 160 to 200
- Super Maelstrom ability pierce increased on all crosspaths
- 0-5-x Super Maelstrom ability pierce increased from 300 to 500
- 1-5-0 Super Maelstrom ability pierce increased from 400 to 500
- Blade Maelstrom attack cooldown reduced for all crosspaths but Path 1 crosspaths now offer extra attack speed. Also affects Super Maelstrom.
- 0-4-x Blade Maelstrom ability attack cooldown increased from 0.03s to 0.045s. Also affects Super Maelstrom.
- 1-4-0 Blade Maelstrom attack cooldown increased from 0.03s to 0.0383s, reducing attack cooldown by 15%. Also affects 1-5-0 Super Maelstrom.
- 2-4-0 Blade Maelstrom attack cooldown increased from 0.03s to 0.0325s, reducing attack cooldown by 15%. Also affects 2-5-0 Super Maelstrom.
- Glue Gunner
“ | Bloon Liquifier is not a great save-up into Bloon Solver, so buffing its puddles. Glue Storm is fantastic now however buildup tiers into it feel they serve little point at all, we're shifting price out of Glue Soak into MOAB Glue and from Glue Hose into Glue Strike so these weaker upgrades can come by sooner. Super Glue isn't a big upgrade to Relentless Glue for the high cost so we're setting it at a different price point to other similar role towers, but also hitting it with a larger full rework of number shuffling, with more of the damage it deals coming from the DoT rather than the initial impact making it easier for DoT to self-trigger glue explosions and act as a buff to the 205 crosspath along with the base pierce of the glue explosions being higher. | ” |
~ Ninja Kiwi |
- Bloon Liquefier lingering puddle damage increased 1 to 2. Does not affect The Bloon Solver (20).
- Glue Hose price reduced from $2500 to $2100
- Glue Strike price increased from $3450 to $3850
- Glue Storm price increased from $15,000 to $16,000
- Glue Splatter price reduced from $1650 to $1450
- MOAB Glue price increased from $3400 to $3600
- Super Glue price reduced from $28,000 to $24,000
- Super Glue direct blimp damage reduced from 50 to 30
- 0-x-5 and 1-0-5 Super Glue DoT damage tic increased from 1 to 20
- 2-0-5 Super Glue DoT damage tic increased from 1 to 21
- 2-0-5 Super Glue DoT damage tic interval reduced from 2s to 1.8s
- 0-2-4 Relentless Glue splat on pop pierce increased from 9 to 10
- 0-x-5 Super Glue splat on pop pierce increased from 6 to 11
- 0-1-5 Super Glue splat on pop pierce increased from 6 to 12
- 0-2-5 Super Glue splat on pop pierce increased from 6 to 15
- Sniper Monkey
“ | Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades. | ” |
~ Ninja Kiwi |
- Large Calibre price reduced from $1500 to $1300
- Maim MOAB price increased from $5400 to $5650
- Night Vision Goggles price reduced from $300 to $250
- Bouncing Bullet price reduced from $3200 to $2800
- Fast Firing price increased from $400 to $450
- Even Faster Firing price increased from $400 to $450
- Semi-Automatic price reduced from $3000 to $2900
- Full Auto Rifle price reduced from $4250 to $4100
- Elite Defender price increased from $14500 to $14700
- Monkey Sub
“ | We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we'd like simplification. Heat-Tipped Darts doesn't increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn't be required to maximize the rate of submerged subs, instead we'd rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so 'Submerge' is moving to a new Tower Special rather than target priority. Ballistic Missiles always had excessive pierce for what it is, so this is being cut back on. | ” |
~ Ninja Kiwi |
- Submerge and Support's "Submerge" targeting option is now a button activated by "Tower Special" instead of within the main targeting priorities
- Submerge and Support cost increased from $500 to $700
- 3-1-0 Submerge and Support decamo pierce increased 120 to 150, matching 3-2-0.
- 3-0-1 Submerge and Support decamo attack cooldown reduction multiplier increased from 0.85x to 0.70x. Total attack speed bonus increased from +17.6% to +42.9%.
- 3-0-2 Submerge and Support no longer reduces attack cooldown of the decamo by 0.75x. Total cumulative attack speed bonus reduced from +56.86% to +42.9%.
- Bloontonium Reactor price reduced from $2500 to $2300
- 4-1-0 Bloontonium Reactor radiation pierce increased 70 to 100, matching 4-2-0.
- 4-0-1 Bloontonium Reactor radiation attack cooldown reduction multiplier increased from 0.85x to 0.70x. Total attack speed bonus increased from +17.6% to +42.9%.
- 4-0-2 Bloontonium Reactor no longer reduces attack cooldown of the radiation and decamo by 0.75x. Total cumulative attack speed bonus reduced from +56.86% to +42.9%.
- Ballistic Missile price reduced from $1400 to $1350
- Ballistic Missile pierce reduced from 100 to 60
- 0-3-x Ballistic Missile reload time increased from 0.9945s to 1s
- 0-3-1 Ballistic Missile reload time increased from 0.870s to 0.875s
- Monkey Buccaneer
“ | Aircraft Carrier has many problems in general and we could write multiple paragraphs about what went on with the decision making on this one upgrade but tldr; overhauling the feel with a big shuffle around of stats and greatly improved targeting to make the tower far more enjoyable & reliable. As noted earlier, Middle Path was identified as not having weakness to justify the power and is seeing changes related to that. | ” |
~ Ninja Kiwi |
- 4-2-0 Aircraft Carrier mini plane grapes can now set Bloons on fire
- Aircraft Carrier mini plane frontal darts gain a very powerful homing effect
- Aircraft Carrier mini plane frontal darts damage increased 1 to 2. Does not affect Carrier Flagship.
- Aircraft Carrier mini plane frontal darts pierce reduced 9 to 4
- Aircraft Carrier mini plane radial darts damage increased from 2 to 4. Also affects Carrier Flagship.
- Aircraft Carrier mini plane radial darts range reduced from 150 to 60
- Aircraft Carrier frontal attack range increased from 200 to 250
- Carrier Flagship mini plane darts projectile count 1 to 2
- Carrier Flagship mini plane pierce reduced from 14 to 7
- Carrier Flagship mini plane damage type changed from Normal to Sharp
- 5-2-0 Carrier Flagship plane damage type changed from Normal to Fire
- Carrier Flagship's Mini Ace attack projectile radius no longer increased
- Carrier Flagship's Mini Ace forward gun projectile speed is no longer increased
- Carrier Flagship's Mini Ace radial projectile speed no longer increased
- Carrier Flagship's Mini Ace radial projectile radius no longer increased
- Cannon Ship's frags attack interaction changed from Burst to Shrapnel (i.e. frags spawned from the cannon bombs no longer targets the parent bloon)
- Monkey Pirates' MOAB Takedown ability no longer has innate camo detection, now requiring the 0-4-2 crosspath for the MOAB Takedown ability to see Camo innately.
- Pirate Lord's MOAB Takedown ability no longer has innate camo detection, now requiring the 0-5-2 crosspath for the MOAB Takedown ability to see Camo innately.
- Pirate Lord grapes damage reduced from 10 to 8
- Pirate Lord grapes bonus damage to Ceramic reduced from +10 to +8
- Pirate Lord bombs bonus damage to MOAB-class reduced from +6 to +5
- Monkey Ace
“ | Sky Shredder somewhat justifies its power as one of the very best towers in the game, although everything at this level is a bit too cheap. Exploding pineapples gained a larger rate bonus from crosspathing than the main attack did to make up for its base rate being so poor, so we're fixing that poor base rate while keeping the crosspath bonus the same. Centered Path these days adds a lot more potential power to Ace than before and we are moving price down into it from Neva-Miss. Neva-Miss itself is too fun and cool to be lost completely on the very next upgrade so it's coming back to Spectre as an additional attack, as this main attack is back again 204 no longer needs to give an additional conflicting crosspath benefit. Finally, the Doomship continues to outperform all other paragon significantly enough even for the much higher price that we feel the need to slightly increase the ability cooldown - although the new buff from sub paragon lowers this back down to exactly 45 again anyway. | ” |
~ Ninja Kiwi |
- Sky Shredder price increased from $41,500 to $42,500
- 0-1-x Exploding Pineapple attack cooldown decreased from 2s to 1.7s
- Rapid Fire bomb crosspath's attack cooldown reduction multiplier to pineapples and bombs decreased from 0.60x to 0.75x, matching attack cooldown reduction multiplier of darts
- 1-1-0 Exploding Pineapple attack cooldown increased from 1.2s to 1.275s
- 1-3-0 Bomber Ace attack cooldown increased from 1.02s to 1.275s
- Centered Path price increased from $300 to $550
- Neva-Miss Targeting price reduced from $2800 to $2550
- Spectre now keeps the original Neva-Miss Targeting attack alongside its rapid-fire dart-and-bomb barrages, additionally increasing damage of its Neva-Miss Targeting darts from 1 to 3. Also affects Flying Fortress.
- 2-0-4 Spectre no longer gains +25% pierce for darts
- Goliath Doomship ability cooldown increased from 45s to 50s
- Heli Pilot
“ | Pursuit will now interact with Patrol Points in a limited 'pursuit between points', with this now you will be able to make your pursuit heli stay on one side on multi-path maps without getting stuck in the middle. Razor Rotors is fairly good now, but it could still justify a little more power given the weaknesses of the expensive upgrades that it builds into. | ” |
~ Ninja Kiwi |
- Pursuit upgrades the Patrol Points flight pattern to a 'Pursue Between Points'
- 3-0-x Razor Rotors rotors attack cooldown reduced from 0.5s to 0.45s
- 3-0-2 Razor Rotors rotors attack cooldown reduced from 0.4s to 0.36s
- Mortar Monkey
“ | Such a heavily explosive based tower upgrade to ignore its explosive weakness on every path didn't sit right, some of the Normal damage type on top path is now trading in to make it stronger in other ways. BAD/Boss damage was used to help prevent middle path falling flat against strong single targets - but the more recent rework did farr better at bringing great power to this path so we're cutting back on those bonuses again now. Signal flare is too effective a cheap full map de-camo though a little unreliable due to the lower rate & low radius of de-camo, cost is increasing a little but also with greater radius for the de-camo area to improve reliability and a power buff at Shattering Shells for there to be more of a reason to path through Signal Flare rather than stop at it. | ” |
~ Ninja Kiwi |
- The Big One damage increased from 7 to 8
- The Big One shockwave damage increased from 1 to 2
- The Big One cost reduced from $8000 to $6500
- The Big One main center explosion damage type changed from Normal to Explosion. Does not affect secondary explosions. Also affects The Biggest One.
- 4-0-2 The Big One's Burny Stuff damage increased from 5 to 7
- 5-0-2 The Biggest One's Burny Stuff damage increased from 45 to 50
- Artillery Battery bonus BAD and Boss damage reduced from +4 to +1
- Pop and Awe's buff to other Artillery Batteries' bonus BAD and Boss damage reduced from +6 to +1
- Pop and Awe bonus BAD and Boss damage reduced from +6 to +2
- Pop and Awe price increased from $30,000 to $32,000
- Signal Flare price increased from $800 to $900
- Signal Flare camo removal radius increased from 43 to 52
- 1-0-3 Signal Flare camo removal radius increased from 63 to 72
- Shattering Shells price reduced from $10,900 to $10,500
- 0-0-4 Shattering Shells bonus MOAB-class DoT damage increased from +5 to +10
- 2-0-4 Shattering Shells bonus MOAB-class DoT damage increased from +10 to +15
- Dartling Gunner
“ | Laser Cannon is not a great stepping stone for Plasma Accelerator, we think these are ok though so adjusting prices between them slightly. Focussed [sic] Firing feels too important for Rocket Storm with how wide the base spread is for the ability, so we're improving base spread significantly. | ” |
~ Ninja Kiwi |
- Laser Cannon price reduced from $3750 to $3650
- Plasma Accelerator price increased from $11,000 to $11,100
- 0-4-x Rocket Storm ability degree spread reduced from 120° to 90°
- 1-4-0 Rocket Storm ability degree spread reduced from 48° to 36°
- Wizard Monkey
“ | Dragon's Breath is too much of an early powerhouse right now, as the DoT doesn't care for high rate we're reducing that rate, but slightly reducing the cost of Phoenix as well. Magus currently has higher single target on the drain beam than the main spike attack at degree 1, the intended mechanical functionality of this tower prevents drain beam being left active at all times, and we also don't want players to stay on drain mode all the time so we are shifting power levels around a little to give these attacks the same overall degree 1 single target power. | ” |
~ Ninja Kiwi |
- Dragon's Breath attack cooldown increased from 0.125s to 0.135s
- Summon Phoenix price reduced from $7500 to $7000
- Wizard Lord Phoenix's Lava Phoenix breath damage type changed from Normal to Fire
- Magus Perfectus drain beam damage reduced from 200 to 100
- Magus Perfectus arcane spike attack damage increased from 50 to 100
- Magus Perfectus arcane spike bonus to MOAB-class increased from +250 to +300
- Super Monkey
“ | We weren't sure we'd see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we're moving costs from top to middle crosspath | ” |
~ Ninja Kiwi |
- Laser Blasts price reduced from $2500 to $2000
- Plasma Blasts price reduced from $3000 to $2500
- Super Range price increased from $1000 to $1500
- Epic Range price increased from $1400 to $1900
- Tech Terror price reduced from $19,000 to $18,000
- Ninja Monkey
“ | Flash Bomb has pierce too excessive for Shinobi Tactics to do anything for it but then lacks any actual damage output, so this high pierce is trading in for greater damage. Master Bomber's MOAB stun was not changed when Flashbomb stun duration was previously increased, so it is now increasing to match | ” |
~ Ninja Kiwi |
- Flash Bomb's flash bomb pierce reduced from 60 to 30. Also affects subsequent upgrades.
- Flash Bomb's flash bomb damage increased from 1 to 3. Also affects Sticky Bomb's flash bombs but not Master Bomber's flash bombs (10).
- Master Bomber's flash bomb MOAB-class stun time increased from 0.25s to 0.325s
- Alchemist
“ | Acidic Mixture Dip is a strong offender removing many weaknesses in the game for exceptionally low of a cost. Acid Pools only adds anything to the tower when there are no Bloons around, so we're making it a hybrid that benefits somewhat from this upgrade even while attacking normally. | ” |
~ Ninja Kiwi |
- Acidic Mixture dip max stacks reduced from 40 to 30
- Acid Pool now causes every 5th offensive potion attack against a damaged Bloon to drop an acid pool under the target
- Druid
“ | Hard Thorns is useful and often taken for crosspath even if not going for 2xx as lightning is comparatively very expensive for what it offers so moving Thunder's cost out into both the surrounding upgrades. | ” |
~ Ninja Kiwi |
- Hard Thorns price increased from $250 to $350
- Heart of Thunder price reduced from $1000 to $850
- Druid of the Storm price increased from $1650 to $1700
- Spike Factory
“ | Middle spactory buffs were a fair amount overdone, cutting back more on this. | ” |
~ Ninja Kiwi |
- MOAB SHREDR bonus MOAB-class damage reduced from +8 to +7
- Spike Storm ability bonus MOAB-class damage reduced from +8 to +7
- Spike Storm ability cooldown increased from 40s to 45s
- Carpet of Spikes bonus MOAB-class damage reduced from +8 to +7
- Engineer Monkey
“ | Improvements for Sentry Expert AI based on your feedback. Some minor QoL buffs for Ultraboost as it's very expensive over multiple T4s. Lastly Bloontrap was rather unfairly able to steal all cash in Co-op games; we want to avoid dividing one player's farm earnings between the group entirely, but decided on a compromise here to prevent it from stealing that base amount. | ” |
~ Ninja Kiwi |
- Sentry Expert should react with less Cold Sentries in response to Pink Bloons, and prioritize a more for AoE cleanup (i.e. slightly prioritizes greater for Bomb Sentries)
- Sentry Expert should react with less Energy sentries in response to Blue MOABs, and prioritize a more for Ceramic cleanup (i.e. slightly prioritizes greater for Cold and Crushing Sentries)
- Ultraboost cleansing foam pierce increased from 10 to 30
- Ultraboost ability now has full duration on T4s, duration increased from 45s to 60s
- Ultraboost ability now has full duration on T5s, duration increased from 30s to 60s
- Bloon Trap now divides the base value of absorbed Bloons between all players when collected, any extra multiplied value is fully granted to the owner of the Bloon Trap. Also affects XXXL Trap.
- Beast Handler
“ | Megalodon's maximum time to drag MOABs to the depths was higher than at T4 given that it now has to account for grabbing BADs, we've now separated this out for a separate max time for BADs and reduced drag time for other MOABs to match the T4 again - along with much stronger & faster thrash knockbacks. T-Rex has been generally too strong while still sitting in a spot we like in terms of gameplay so we have slightly reduced damage and pierce. Bottom path birds up to T3 are also just a little too good for the cost and are all going up about 5% with Condor's price being reduced to compensate. | ” |
~ Ninja Kiwi |
- Megalodon base knockback lifespan reduced from 0.4s to 0.3s
- Megalodon base MOAB-class knockback amount increased from 0.5 to 1.5
- Megalodon "maxMOABGrabTime" value for non-BADs now caps at 6s instead of having no time cap. Does not affect BADs.
- Tyrannosaurus Rex bite damage decreased at all beast power values. Min-power damage decreased from 32 to 30, max-power damage reduced from 96 to 90.
- Tyrannosaurus Rex bite damage reduced from 32 to 30.
- Tyrannosaurus Rex bite damage scale reduced from 64 to 60.
- Tyrannosaurus bite bonus stunned damage reduced from a max of +29 to +28
- Tyrannosaurus Rex bite pierce decreased at all beast power values. Min-power damage decreased from 24 to 22, max-power damage reduced from 60 to 55.
- Tyrannosaurus Rex bite pierce reduced from 24 to 22.
- Tyrannosaurus Rex bite pierce scale reduced from 36 to 33.
- Giganotosaurus price reduced from $70,000 to $60,000
- Gyrfalcon price increased from $180 to $190
- Horned Owl price increased from $915 to $960
- Golden Eagle price increased from $3000 to $3150
- Giant Condor price reduced from $8000 to $7800
- Hero Balance
- Gwendolin
“ | Much more shifting of Gwen's power to even her out into higher tiers | ” |
~ Ninja Kiwi |
- Level 1 Gwendolin flame pierce reduced from 3 to 2
- Level 2-4 Gwendolin flame pierce reduced from 4 to 3
- Level 5-12 Gwendolin flame pierce reduced from 6 to 4
- Level 13+ Gwendolin flame pierce reduced from 9 to 8
- Level 3-6 Cocktail of Fire pierce decreased from 30 to 20
- Level 7-10 Cocktail of Fire pierce decreased from 50 to 40
- Level 11+ Cocktail of Fire pierce increased from 50 to 60
- Level 10-15 Firestorm MOAB-class DoT damage increased from 10 to 15
- Level 16-19 Firestorm MOAB-class DoT damage increased from 15 to 20
- Level 20 Cocktail of Fire bloon damage increased from 2 to 5
- Level 20 Cocktail of Fire MOAB-class damage increased from 5 to 8
- Level 20 Firestorm bloon damage increased from 5 to 15
- Level 20 Firestorm MOAB-class damage increased from 25 to 30
- Striker Jones
“ | There's very few places to obtain 'percentage pierce', and looking at it we feel like this is something that really does fit where Striker's Explosives Expert could improve on for everyone, not just Bomb Shooters - especially given that this buff would be quite significant for Mortars and never previously applied for them, or maybe even encourage Striker in niche strategies that don't need these towers. | ” |
~ Ninja Kiwi |
- Striker Jones placement cost reduced from $750 to $700
- Striker Jones' Level 8 buff to Bomb Shooters in range (+5% range and +25% pierce) now applies to any towers in range
- Obyn Greenfoot
“ | While powerful, Obyn's Totem can be quite unreliable so we're reducing that inconsistency by allowing more totems to exist at one time and preventing them targeting inactive lanes. Previously Obyn attempted to help Tornadoes against MOABs with a damage bonus, as we've now decided the best way to make them better against MOABs is simply to not target them this buff no longer serves a purpose, so it is instead being replaced with a rate buff to Tornadoes. Finally as Wall of Trees is one of the longer cooldowns in the game and lacks as much of a punch as other hero abilities we're buffing that cooldown a fair amount with the level 20 upgrade. | ” |
~ Ninja Kiwi |
- Obyn's Nature's Ward Totem max number summoned increased from 1 to 5
- Obyn's Nature's Ward Totem will now only target paths with active Bloons
- Level 9+ Obyn no longer grants +1 MOAB-class damage to tornadoes
- Level 9+ Obyn now reduces Tornado attack cooldown by 30%
- Level 20 Wall of Trees cooldown reduced from 90s to 75s
- Admiral Brickell
“ | Sorry Brickell, at least there's a bunch of Buccaneer & Sub changes and 2 paragon friends to work with! | ” |
~ Ninja Kiwi |
- Admiral Brickell's Mega Mine lifespan reduced from 180s to 150s
- Level 6-11 Admiral Brickell's Revolver damage increased from 5 to 6
- Level 12-14 Admiral Brickell's Revolver damage increased from 8 to 12
- Level 15-16 Admiral Brickell's Revolver damage increased from 12 to 18
- Level 17+ Admiral Brickell's Revolver damage increased from 18 to 40
- Geraldo
“ | We feel the higher level of complexity of Geraldo (along with simply much greater effort required to produce heroes like this) places him up on an elite tier of heroes we don't necessarily want players to jump right into before learning the game more, as we previously announced at the end of last year his unlock cost is now being increased to reflect this. A number of Gerry's items are also being tweaked here along with a base placement cost increase as he is also overperforming in a number of ways compared to other heroes. | ” |
~ Ninja Kiwi |
- Geraldo's Monkey Money unlock cost increased from 5000 to 7000
- Level 15+ Sharpening Stone no longer grants +1 damage
- Level 15+ Sharpening Stone now grants an additional +1 pierce
- Gerry's Fire price increased from $500 to $600
- Geraldo placement cost increased from $700 to $750
- Rare Quincy Action Figure price reduced from $750 to $700
- This reduces the cost of the Rare Quincy Action Figure, which slightly reduces the snowball effect of the income generation, but also makes it easier to be purchased.
- Corvus
“ | We all knew Corvus would have to come down, he'll most likely still need some further tweaks after this but we want to settle him in slowly and not overnerf things too much - as he deserves to keep a high ranking spot among the heroes. | ” |
~ Ninja Kiwi |
- Spear explosion delay increased from 0.05s to 0.15s
- Spear main spear projectile now has a pierce limit of 10
- Echo cooldown increased from 45s to 55s
- Soul Harvest base cooldown increased from 30s to 35s
- Level 4-9 Trample damage increased from 12 to 15
- Level 7-12 Ancestral Might damage reduced from 100 to 50
- Level 13-19 Ancestral Might damage reduced from 250 to 150
- Level 20 Ancestral Might damage reduced from 500 to 400
- Level 13-19 Overload damage reduced from 3000 to 1500
- Level 20 Overload damage reduced from 8000 to 4000
- Event / Boss / Relic / Knowledge
“ | Ace balance early on has been problematic in some cases, instead of directly nerfing Ace we felt the most fair solution here was to instead nerf this knowledge point as it can interact in an extremely powerful way with how many projectiles these towers can produce at low upgrades. | ” |
~ Ninja Kiwi |
- Airforce Upgrades Monkey Knowledge now only applies to T3 and above Helis and Aces
“ | Leveling up from 3 to 4 takes about the same amount of experience as 1 to 3, so stacking this Knowledge & Relic together without any diminishing effect was quite silly given these both apply flat levels ignorant of any actual XP requirement | ” |
~ Ninja Kiwi |
- Extra Empowered now caps extra levels to Level 4 if stacking with bonus hero leveling benefits.
- Looking Forward
“ |
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~ Ninja Kiwi |
Gallery[]
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Videos[]
Trivia[]
- In the Version 41.0 patch notes, the "Removed Herobrine" is a joke made by Ninja Kiwi, in reference to a meme in the Minecraft community about a mysterious evil version of Steve from that game.
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