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Version 45.0 was released on October 8th 2024. It is also the fifth major update of 2024. Several sub-updates were released in between.
Blastapopoulos: Demon of the Core is the main highlight of this update, marking the final Boss Bloon from Bloons Monkey City. Additionally, an optional in-app purchase Fast Track was released, speeding up any non-CHIMPS, non-competitive game by 1/4 round progress, and compensating with enough starting cash and Hero XP to fill in for the missing rounds.
The first new major update since the Mermonkey's initial release, the Mermonkey has gained a variety of changes that primarily focused on its crosspathing interactions, plus further buffs to underused upgrades and their supporting synergies, and a new damage type for Arctic Knight. Many of the balance changes this update were focused on polishing balance changes added in previous updates, further crosspathing interactions, and smoothening upgrade progression. Some tower upgrades were re-balanced with Mermonkey in mind.
Version 45.3[]
“ | Update: Bloons TD 6 v45.3 - Patch Notes!
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Version 45.2[]
“ | Bloons TD 6 v45.2 - Patch Notes!
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General Fixes
- Resolved an issue causing significant lategame performance issues
- Resolved issues with Challenge Quests scores not recording correctly
- Ancient Portal’s MIB Platform should no longer persist after the tower is moved
- Resolved a number of projectiles not respecting the path switch on Ancient Portal
- Resolved an issue with some MOAB skins displaying fortification bands incorrectly
- Extended maximum scroll length of Challenge Editor available towers list
- Resolved a common softlock that could occur on Loading Screens
- Resolved a number of visual UI errors that were occurring
- Resolved a number of other niche game crashes
Tower Fixes
- Resolved a number of cases where tower range circles were not visible
- Resolved a crash when using Gerry’s Fire after inheriting Geraldo in co-op
- Resolved an issue where Alchemist’s every 5th Acid Pool would last too long
- Obyn Wolf Dance trophy item should no longer play audio whenever spawning a totem
- The Royal Treatment relic should now allow towers to damage Blastapopoulos
- Resolved an issue with Geraldo’s Camo Potion visual not correctly animating
Version 45.1[]
“ | Update: Bloons TD 6 v45.1 - Update Notes!
Full list of changes for update 45.0 can be found here: https://www.reddit.com/r/btd6/comments/1fzdqsm/bloons_td_6_v450_update_notes/ |
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Fixes
- Resolved an issue where the game would crash when failing to load an audio clip in high stress situations
- Resolved a number of user reported visual errors related to rendering updates, these issues will need to be addressed one by one so may not all be caught yet.
- Resolved a number of other edge case crashes
- Resolved a number of missing prop textures in Map Editor
- Hero Hotkey should again work while another tower is primed for placement
- Aircraft Carrier Planes should again attack when facing directions other than south
- Abyss Dweller corrupted visuals resolved for some Android devices
- Blastapopulous should no longer occasionally decide to be slothful for a short time
- Resolved cases of Blastapopulous tower stun icons not aligning on moving towers
- 1-0-5 Icicle Impale should apply icicles correctly again
- 2-2-0 Mermonkey should no longer target Camo Bloons
- Fixed some blocker sizes & clipping issues on Ancient Portal
- Resolved an issue where Ancient Portal’s [REDACTED]
- Resolved an issue where item positions were not correctly resetting when scrolling & swapping tabs in the store
Version 45.0[]
Final Patch Notes[]
“ | Bloons TD 6 v45.0 - Update Notes!
Update: Bloons TD 6 v45.0 - Update Notes! Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up. Update Video: https://youtu.be/j3P5dBAHZyM
This balance change was added last update although the wrong variable was being applied, this has now been corrected.
Platform Specific fixes
As nothing else did what we wanted, we’ve created a new damage for middle path Mermonkey! This has also been adopted for use with the 3xx Druid Tornado & may see more later
Juggernaut attacks too slow to fully utilize its knockback, so we’re doubling the knockback to regular Bloons with a smaller increase also to Ceramics. Bottom path is seeing quality of life changes aimed at improved crosspathing and projectile speed progression as this path focusses on projectile range and speed.
With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we’re pushing its price up slightly to fit into that gap. We were unhappy with the recent MOAB Press nerf, so this is being undone for further review. Boomerang paragon use has dropped in use recently so we are taking the opportunity to lower its price.
Compared among similarly priced hybrid AoE/supports, Really Big Bombs is a lacking stepping stone so we’re improving its damage and granting much more pushback. Even without the ability popping Black, Eliminator has been doing fine, so we are finishing off removing the Normal type on the main projectile.
Embrittlement had too much going on at T4 without much reason to use T3, as Ice Shards alone is already similarly priced to other Camo removal options and with the Primary category lacking in Camo detection, we have split Embrittlement up and introduced Camo removal at T3 so we can leave Embrittlement to focus entirely on being a damage support upgrade. While we’re still considering future plans here, increasing layers frozen from 5 > 8 at least means that Absolute Zero’s freeze can now last through all standard Bloon layers from a single application. As similar choices are currently leveling out with higher power Cryo Cannon feels like it deserves to have some power brought back.
Top path glue struggles with large numbers of targets until T5 where it suddenly has no trouble at all, to improve earlier tier cleanup we’re taking a small amount of power out of the T5 glue puddles but improving T4 puddles and increasing attack rate across lower tiers. As it only increases attack speed and Glue Splatter already hits the majority of targets with no trouble this leaves Glue Hose not feeling that compelling, as this path becomes the full map glue anyway we felt we could improve tower range along this path as well.
… and more on that now, the improved bounce distance crosspathing hasn’t ever been as useful as we hoped, so this benefit is being greatly improved.
We’re improving Reactor’s attack cooldown to improve general consistency. Ballistic Missile struggles greatly against standard Bloons since almost all of its power is in the Ceramic/Moab bonus, so we’re also balancing this consistency out with greater damage to standard targets while retaining the same total MOAB-Class power at the cost of pierce. Sub Paragon unsubmerged form is overperforming, so we’re reducing the boss power of the main attack while greatly improving the less desirable submerged power.
Aircraft Carrier is too high power for the price so we are reducing plane attack speed but have left 420 path radials unchanged as it has been the less powerful crosspath after T3 for a while. MOAB damage stat buff for middle path's canons as a low portion of the total damage is dealt by these since the frags fix. Due to loud Lead tinking screams, all Navarch damage is been set to Normal instead of flowing up from lower tiers.
Fighter Plane’s missiles often get stuck circling slower targets until they expire, since Ace can’t reasonably plan against this the missile turn acceleration has been tweaked to reduce chance of this happening. Tsar Bomba is a powerful ability that sees a decent lot of use for an ability heavy upgrade, but as it doesn’t really add to the tower outside of that ability we’ve decided to give the base bombs a boost so that well placed Bombing Runs can shred through Super Ceramics.
Among technical players we’ve received feedback that the massive range of the Heli’s missiles causes problems with controlling what heli’s choose to attack & when so we’ve reduced the range of these missiles to a more reasonable number, this is still double the range of the Heli so the missiles will continue to fire first before other attacks but not quite from so far away. As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it’s quite strong for a T3 so the slow amount was reduced but we’ve made the T4 now better than the T3 was before.
General tweaks to top path upgrade flow, slightly moving up the costpoint but improving the power of this path. Middle Mortar is seeing improvements mainly for damage over time crosspathing, and we’ve also added Burny Stuff to the Pop & Awe ability with crosspathing. We had been happy with Shattering Shells for a while, but as the game has evolved outright removing Fortification isn’t as valuable anymore, so the price feels high for such a specific role compared to other supportive options.
Since Plasma Accelerator is a heavily MOAB-Damage focussed upgrade so we want to introduce this niche somewhat better at the T3 with a little starting MOAB Damage, while only doing one change here already we also knocked a little price off from Ray of Doom
It only scored 5/5 stars instead of a 6/5 in the Hall of Fame due to the high cost, so we’ve lowered that cost to see if this can be re-evaluated.
We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look.
To allow Shinobi combos to scale more effectively with the Flash Bomb, the combo-attack pattern is being improved with more base Shuriken pierce & slightly larger bonuses to Stunned & Stickied targets – however the increased range at T4 is being removed. Ninja Paragon’s Camo bonus has been interesting, but we want to scale this up in many places to feel like a more significant overall boost when it comes into play. Additionally this Paragon hasn’t scaled the best at high degrees as Stickies attacking faster than their Fuse Time would make the attack weaker at single target, we are slowing the sticky attack but giving it back proportionally more damage to resolve this with an overall buff.
As a small tax to low tier Alchemists we are moving cost from Stronger Stimulant into Berserker Brew, this shouldn’t hurt much for general play and keeps un-discounted Stimulant the same. As this was an oversight Total Transformation is now being enabled to transform mermonkey.
Now that Tornadoes are one of the more popular Bloon Stall choices we looked more into its upgrade progression, tornado projectile speed is being reduced as a benefit to Ball Lightning to prevent tornado outpacing the lightning ball so quickly, and to more suit it as a Cold/Magic themed upgrade plus differentiate from similar supports the weaknesses are changing. More directly to Ball Lightning we feel it needs a considerably higher freeze duration for the freeze to matter as it casts slowly. Our initial rework to Vine attack rate in v44 caused some issues at T4, to get around these issues T4 now improves the power of vines directly instead.
We were cautious with initial low tier Mermonkey upgrades, but as nothing seriously unexpected came up we’ve reduced the base cost and improved the projectile lifespan which should help with issues on some higher tier upgrades.
As the middle crosspath is currently less useful for higher tiers, we’ve upgraded Sharper Prongs to improve Tentacle pierce as well. As the main Trident’s damage falls behind and has caused annoying layer skipping for some more observant players the damage of this attack is increasing at T3 & T4. The % pierce buff is being improved at all levels since this has settled without causing too much of a stir, and finally Lord of The Abyss’s price is being greatly reduced as a heavily pierce built design it requires some single-target assistance to perform well.
While the Arctic Knight has been popular, Riptide Champion has major pierce issues and is seeing a price reduction as well as a pierce increase to make up for this. Arctic Knight itself is receiving the brand new damage type added this update; as it is gaining a weakness to White Bloons from this and wasn’t too wild before we are increasing the power as well & allowing the ability to carry over 1 round to prevent projectiles timing out immediately when cast at the end of a round. Popseidon had unintentionally more pierce on the central trident’s split projectiles, so this pierce is being spread out for a total increase. Finally popseidon released with a very wide projectile arc to prevent the seeking projectiles from clumping immediately, we like how this has worked out but feel that only the 052 crosspath needs to have this increased arc.
Echosense Network hasn’t felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. Mermonkey’s trance was extremely powerful against MOABs but limited against regular Bloons, so we’ve shifted prices apart & improved T3 while raising the cost of T4 to a more appropriate level. Same as with Abyss Dweller the middle crosspath has shown to be less useful for higher tiers, so this also sees a pierce increase to the Trance attack.
Still very strong cleanup, Spiked Balls slowly approaches 10 pierce, while leaving Spiked Mines unchanged for more encouragement to upgrade past it. Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out.
The Ultraboost ability is now starting on cooldown to put a limit on buy’n’resell issues, but this is to ease up on the use per round limit which was causing frustration. We felt the Master Builder's perma-buff-per-round wasn’t valuable enough to make use of building in advance, so we are reducing the base attack speed with increased power in return to more heavily improve the maximum scaled power from this.
Base handler's beast range felt too high starting off when considering the tower is built around sharing range between multiple Handlers so this range is being reduced.
Top Handler is designed around huge inconsistent power, however Megalodon feels that it should be more reliable for the investment required so we are improving both thrash radius and reducing the cooldown. Fish RBE limit before being able to devour the target instantly is being increased to last further into freeplay.
Bottoms will now move slower but speed up as more beasts are merged into them, likewise they will attack slower at first but faster through their merges. This should add more merge value to lower tier birds while overall nerfing to the base level for currently overpowered higher tiers.
Lower attack rate hurt Churchill's early game too much so these lower tier rates have been improved. His range upgrade increases were too small considering the large base range, so these have also been improved. While useful when it comes online, Churchill's Machine Gun never scaled the best so needs further improvements to scale up with higher levels. & finally since it's very hard to get to Lv20 at all, we’ve given a nice bump to base damage here as well.
Though we feel she is quite powerful already later in the game, Ezili has quite a hard time in the early game, we’ve given more initial damage over time to allow her to clean up early Green Bloons with one attack
Sauda's early game feels exceptional and is seeing a pierce reduction, however as her Sword Charge struggles to break super ceramics as they first begin to appear we’re also filling a gap and allowing her to sweep the path twice from Lv14, Sword Charge damage is also being reduced at lv16 but this is only to keep the overall same power level now that it hits twice.
We’re happy with how Corvus fits into his new XP curve, although a few edges do need to be smoothed out. First, Corvus early game is kinda broken, for now we’re not touching the spirit itself but have reduced the damage of the Spear spell. Frostbound is currently much better than Repel, so we have doubled Repel’s knockback against non-moabs & increased its radius along with some small nerfs to Frostbound - note that while Frostbound’s freeze on MOABs is being reduced the duration is still longer than the re-application rate so this will rarely be noticed. For Dark Ritual QoL, it will no longer eat up pierce on purple Bloons unless it is able to damage them. Finally, Overload & Might are still somewhat tuned around the higher XP curve and need some nips to their power.
As Rosalia can’t properly attack while moving the repositioning speed has been increased, and we’ve given her extra attack range. Her abilities have also been noted as difficult to effectively utilize, so we’ve eased up on Scatter Missiles and increased the maximum damage on Kinetic Charge to have a higher potential payoff. Her main attacks also feel they start to fall off too early, so higher levels for these have both been improved at their respective strengths.
We didn’t expect the last Deep Heat change to be too crazy of a shakeup, but now that we have new variables opened up for it and have tested these working in the wild we’re going to start improving on these values
These Bloon properties aren’t prevalent enough to justify such small bonuses compared to Raw Damage or MOAB/Ceramic Damage.
We don’t feel Rounding-Up was bad but with Thrive basically always giving significantly more total cash we wanted to close the gap a bit more between these Relics so that the actual fully custom Relic could feel a bit better in comparison to the Power Charge relic.
Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we’re reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn.
Going into the home stretch of the year with one massive update yet to come. With the Bloons Card Storm release coming next week, we’re feeling quite tactical, so let’s dig right into the details.
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Version 45.0 Patch Notes - Overview[]
- Key New Features
- New Boss Bloon Blastapopoulos, the Demon of the Core has returned!
- While in play, towers suffer from reduced range & ability cooldown rate.
- Blastapopoulos passively burns off damaging effects applied to them, and has the Purple Bloon type property. Damage type enhancements can get around this as normal, but this doesn't change projectile temperature!
- Overheating! Most projectile hits heat up Blastapopoulos, with anything weak to purple (fire, lasers & plasma) increasing heat even more, so use these damage types at your own risk or bring along some Ice attacks to cool things back down! Whenever maximum heat is reached Blastapopoulos vents the excess, briefly stunning towers & increasing ability cooldowns then superheating the area for a short time, causing all projectiles to burn up faster than normal.
- Skulls when triggered will fill up a portion of Heat, and spew out a number of Fireballs & Pyroclastic Rocks.
- These Fireballs will target your towers & create debuffing pools of magma around their targets while the Pyroclastic Rocks land around Blastapopoulos to form impenetrable barrier rings around the boss until they expire
- You'll need to carefully manage your heat to avoid dire consequences!
- New Awesome
- New Advanced Map, Ancient Portal
- Both ancient and modern, the portal has clearly moved this map through time, so they can easily shift Bloons from one path to another. With all of that energy at play, there is clearly explosive potential.
- New Quests
- 5 Minutes of Frozen Over - a reversed race! With a limit of 5 minutes send as many rounds as you can in this marathon-not-a-sprint to score as much damage as possible
- One Sided - Beat half of Infernal, with half of the play space. Oh it's the wrong half!
- Fast Tracked - A trial quest that'll give you a taste of the new Fast Track IAP (More detail on that below!)
- New Trophy Store Items
- Heroes: Pat Fusty Pet Pig
- Monkeys: Buccaneer Flavored Trades projectiles
- Game & UI: Spooky Night banner
- New Limited Time trophy items (Note: Not available until the seasonal event begins!)
- Tricky Ghosts avatar, Bat BFBs Bloon skin
- New CT Team Store items
- Flying Props: Haunting Ghoul
- Icons: Carved Pumpkin Icon
- Frames: Spider's Web Frame
- Game Changes / Additions
- Co-op overhaul (Part 1)
- We are currently going through a large overhaul of the co-op code, which will happen over multiple updates. This first phase is already showing us greatly improved average performance and cleaner game state handling.
- Revamped in game store
- We really felt it was time to make our store nicer and easier to engage with. Please browse at your leisure, with separate sections to more easily find what you're looking for and improved display of visuals and descriptions.
- Along with this we've added a couple brand new packs to check out
- Fast Track Pack! A returning favorite from BTD5, with dynamic improvements!
- When enabled, skip the first 25% of rounds for the current game. This scales to match how long the mode is, so for any 300 round custom challenge enjoyers out there you will now be able to skip the first 75!
- Starting Cash is updated to reflect these skipped rounds
- Starting Hero XP is updated to reflect these skipped rounds
- Double Cash & Fast Track can now be enabled/disabled from the play screen
- Available in most areas, however will still not show in Competitive Modes or CHIMPS
- Challenge Editor will support a ‘Fast Track Disabled' option at launch for any challenge creators who wish to enforce the starting rounds in their challenges
- Pets Pack IAP
- This pack includes all current Hero & Monkey pets up to update v45
- Exclusive Pack of Pets avatar & Gang's All Here banner
- Challenge Editor ‘modifiers' have been redesigned
- These now fit into a more understandable inclusions/exclusions list
- Works similarly to how the tower exclusions/inclusions list currently does
- Map Editor support added for a maximum up to 8 track paths, this shouldn't be too crazy but we feel it still opens up significant room for new ideas.
- Bug Fixes & General Changes
- Refactored how all audio clips are played
- Heavy behind the scenes updates & refactoring, we can expect some odd niche problems due to this
- A number of localization fixes
- Holding down the Hero hotkey without enough cash to place that hero will now prime your hero ready for placement as soon as enough cash is available
- A full ability quickbar should now close properly on wide resolutions
- Holding down the ‘Select Hero' hotkey should no longer rapidly refresh the Hero UI
- Sandbox no longer allow players to include crashy negative values or the brown note
- Resolved a long-standing bug where the Empowered Heroes knowledge applied to heroes again after being sold
- Fixed the moon
- According to a comment from r/btd6, the "moon" refers to Elite Lych's spiked ball, which was white but is now green.[1]
- [Achievement] ‘When the going gets tough' should track correctly again
- The ‘Bats' placement animation should display correctly again
- Resolved a number of menu UI softlocks & visual glitches
- The ‘Happy Holidays' emote should now be grouped with other Text Emotes
- Resolved an issue where restarting may not correctly count towards tower unlocks
- Event changes
- Resolved some inconsistencies with rule displays
- ‘Boss Appears In' counter should update correctly after continuing save games
- Resolved a crash when submitting Boss Event scores with a poor internet connection
- Scrolling while in the teams messages page no longer zooms the Boss Rush world UI
- Users noticed that now we have 24 towers in the game, Collection Events will show the same featured monkeys at the exact same hour mark every time that the cycle loops. To break this up, the featured order will now increment forward by 1 upon every loop.
- Map Specific changes
- Resolved many cases of inconsistent alignment for text boxes attached to certain map Gizmos and Removables
- Pre-game prep spikes should now position correctly on Luminous Cove in Reverse
- Polyphemus eye mechanic should no longer sometime break with Retry Last Round
- The Flooded Valley removable no longer bricks itself after restarting
- Resolved a number of cases in which map-based Easter Eggs with weapons were not counting their damage to the end-game victory summary.
- On Castle's Revenge Bloonarius bleed bloons should no longer immediately exit
- Luminous Cove seaweed visual state is now co-op synced
- Tower Specific Fixes
- Boomerang Monkey
- Glaive Lord should no longer apply DoT to DDTs without Lead power
- Bomb Shooter
- Recursive Cluster, resolved some weird stat population issues across crosspaths, this may unintentionally cause balance to work as intended
- Ice Monkey
- Icicle Impale should no longer fail to slow already Frozen targets
- Glue Gunner
- The Bloon Solver can now correctly take buffs without needing a crosspath first
- MOAB Glue can no longer slow Dreadbloon's Rock Bloons
- Sniper Monkey
- 240 Supply Drop's projectile bounce distance should now correctly increase with crosspath, more on this later.
- Monkey Sub
- Monkey sub should no longer display a paragon pip without all T5s unlocked
- Monkey Buccaneer
- Carrier Flagship crosspaths have had a number of inconsistencies resolved in how stats add together
- Specifically refers to 5-0-2 crosspath with +7 pierce on top of +2 pierce from 5-0-1; this is resolved.
- Heli Pilot
- Special Poperations can no longer Door Gunner towers down on top of Helipads
- Comanche Defense resolved a crash which re-broke another crash
- Resolved the other crash again
- Super Monkey
- Temple when sacrificing towers with platforms, should no longer sell the towers on those platforms instead of sacrificing them
- 052 Anti-Bloon's left hand now correctly deals +1 damage to Camo. You're welcome, lefties!
- Alchemist
- Total Transformation should no longer cause a crash when transforming a tower with its own platform
- Mermonkey
- 120 should no longer have more range than 220
- Abyss Dweller pierce buff should now stack correctly with other pierce increases
- Lord of the Abyss resolved some inconsistencies applying buffs to supported towers
- Lord of the Abyss should no longer have a weaker slow against MOABs than the T4
- Symphonic Resonance totem can be redeployed, it's neat so we're not changing this
- Symphonic Resonance totem can no longer place out of range with Drop & Lock
- Symphonic Resonance totem should save location correctly on moving platforms
- The Final Harmonic totem spawn cooldown 6s → 12s (This was hard capped at a 12s minimum makes no difference)
- The Final Harmonic's trance visual should now update to reflect attack rate changes
- Obyn Greenfoot
- Lv11 Nature's Clarity no longer increases lifespan by a factor of acquisition range
- Captain Churchill
“ | This balance change was added last update although the wrong variable was being applied, this has now been corrected. | ” |
~ Ninja Kiwi |
- Level 13-16 Armor Piercing Shells flat bonus damage increased from +1 to +3
- Level 17+ Armor Piercing Shells flat bonus damage increased from +2 to +6
- Benjamin
- Benjamin's cash counter now displays earnings from Skimming in Half Cash
- Geraldo
- Gerry's Fire should no longer be placeable on x-x-4+ Mermonkey Totems (Symphonic Resonance and The Final Harmonic)
- Geraldo's Quincy Action Figure should no longer display Favoured Trades' sell buff icon
- Rejuv Potion should no longer cause some abilities to double up in a single use
- Rosalia
- Lv7 Flight Boost should no longer be drainable by Lych
Platform Specific fixes
- [Steam Versions] Hotkey changes
- Monkey Bank 'Collect' money: linked to the 'Monkey Special 1' key
- Monkey Bank 'Deposit' money: linked to the 'Monkey Special 2' key
- New Advanced Hotkey: Ace Centered Path
- New Advanced Hotkeys: Selected tower Active Ability 1, 2 & 3
- [Steam Versions] when using click and drop, moving cursor outside of window should no longer snap towers to the middle of the screen rather than deselecting it
- [MacOS] Resolved an issue that could cause loading to get stuck at step 5 of 9
- [MacOS] Added support for Retina resolutions
- [Mods] Resolved crash that could occur after removing some modded maps
- Balance Changes
“ | As nothing else did what we wanted, we've created a new damage for middle path Mermonkey! This has also been adopted for use with the 3xx Druid Tornado & may see more later. | ” |
~ Ninja Kiwi |
- Dart Monkey
“ | Juggernaut attacks too slow to fully utilize its knockback, so we're doubling the knockback to regular Bloons with a smaller increase also to Ceramics. Bottom path is seeing quality of life changes aimed at improved crosspathing and projectile speed progression as this path focusses on projectile range and speed. | ” |
~ Ninja Kiwi |
- Juggernaut knockback amount versus light bloons increased from 3 to 6. Also affects Ultra-Juggernaut.
- Juggernaut knockback amount versus heavy bloons increased from 1.5 to 2. Also affects Ultra-Juggernaut.
- Long Range Darts projectile lifespan multiplier compared to x-x-0 increased from +15% to +35%.
- Enhanced Eyesight projectile lifespan multiplier compared to x-x-0 increased from +50% to +60%, but compared to x-x-1 reduced from +35% to +25%
- Enhanced Eyesight projectile speed increased from 330 to 350. Also affects projectile speed percentage increase to crosspaths (+10% → +16.67%)
- 1-0-3 Crossbow pierce increased from 4 to 6. Also affects 1-0-4 Sharp Shooter but not Crossbow Master (16).
- 2-0-3 Crossbow pierce increased from 6 to 9. Also affects 2-0-4 Sharp Shooter but not Crossbow Master (24).
- Crossbow range increased from 56 to 60. Sharp Shooter range unchanged at 60.
- Crossbow projectile speed increased from 360 to 400.
- Sharp Shooter projectile speed increased from 400 to 450. Crossbow Master projectile speed remains 450.
- Boomerang Monkey
“ | With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we're pushing its price up slightly to fit into that gap. We were unhappy with the recent MOAB Press nerf, so this is being undone for further review. Boomerang paragon use has dropped in use recently so we are taking the opportunity to lower its price. | ” |
~ Ninja Kiwi |
- Glaive Lord shred DoT duration reduced from 15s to 10s
- Glaive Lord price increased from $29,400 to $32,500
- [Bug Fix] Glaive Lord no longer applies shred DoT to DDTs without Lead-popping power
- 1-0-4 MOAB Press knockback kylie pierce bonus increased from +60 to +100, total pierce reduced from 260 to 300. Also affects MOAB Domination (360 → 400).
- 2-0-4 MOAB Press knockback kylie pierce bonus reduced from +140 to +220, total pierce reduced from 340 to 420. Also affects MOAB Domination (440 → 520).
- Glaive Dominus price reduced from $275,000 to $250,000
- Note: Glaive Dominus cash sacrifice per power decreased in all game difficulties
- Easy: $11.6875 ($12.271875) → $10.625 ($10.94375)
- Medium: $13.75 ($14.4375) → $12.5 ($12.875)
- Hard: $14.85 ($15.2925) → $13.5 ($13.905)
- Impoppable: $16.5 ($17.325) → $15 ($15.45)
- Note: Glaive Dominus max cash sacrifice per power decreased in all game difficulties
- Easy: $701,250 ($736,312) → $637,500 ($656,625)
- Medium: $825,000 ($866,250) → $750,000 ($772,500)
- Hard: $891,000 ($935,550) → $810,000 ($834,300)
- Impoppable: $990,000 ($1,039,500) → $900,000 ($927,000)
- Note: Glaive Dominus cash sacrifice per power decreased in all game difficulties
- Bomb Shooter
“ | Compared among similarly priced hybrid AoE/supports, Really Big Bombs is a lacking stepping stone so we're improving its damage and granting much more pushback. Even without the ability popping Black, Eliminator has been doing fine, so we are finishing off removing the Normal type on the main projectile. | ” |
~ Ninja Kiwi |
- Really Big Bombs damage increased from 3 to 4. Also affects Bloon Impact but not Bloon Crush (24).
- Really Big Bombs Bloon pushback increased from 10 to 20. Does not affect Bloon Crush's pushback amount to MOAB-Class Bloons (5).
- MOAB Eliminator base attack's damage type changed from Normal to Explosion
- 0-2-4 Recursive Cluster's projectile speed modifier now also applies to tertiary projectiles. Also affects 0-2-5 Bomb Blitz.
- This increases the spread of the tertiary bombs, which is helpful for spreading further but worse for compact damage.
- Ice Monkey
“ | Embrittlement had too much going on at T4 without much reason to use T3, as Ice Shards alone is already similarly priced to other Camo removal options and with the Primary category lacking in Camo detection, we have split Embrittlement up and introduced Camo removal at T3 so we can leave Embrittlement to focus entirely on being a damage support upgrade. While we're still considering future plans here, increasing layers frozen from 5 > 8 at least means that Absolute Zero's freeze can now last through all standard Bloon layers from a single application. As similar choices are currently leveling out with higher power Cryo Cannon feels like it deserves to have some power brought back. | ” |
~ Ninja Kiwi |
- Ice Shards ice blasts now also removes Camo and Regrow properties from targets. Does not affect the shards, unlike Embrittlement.
- Absolute Zero main attack layers frozen increased from 5 to 8
- Cryo Cannon price reduced from $2250 to $1950
- Cryo Cannon freeze duration no longer gains a penalty. Base freeze duration increased from 1.2s to 1.5s. Also affects Icicles and Icicle Impale.
- 0-1-3: 1.4s → 1.75s
- 0-2-3: 1.76s → 2.2s
- Glue Gunner
“ | Top path glue struggles with large numbers of targets until T5 where it suddenly has no trouble at all, to improve earlier tier cleanup we're taking a small amount of power out of the T5 glue puddles but improving T4 puddles and increasing attack rate across lower tiers. As it only increases attack speed and Glue Splatter already hits the majority of targets with no trouble this leaves Glue Hose not feeling that compelling, as this path becomes the full map glue anyway we felt we could improve tower range along this path as well. | ” |
~ Ninja Kiwi |
- Bloon Dissolver price reduced from $2,500 to $2,000
- Bloon Dissolver attack cooldown decreased from 1s to 0.5s
- Bloon Liquefier attack cooldown decreased from 0.75s to 0.5s. Does not affect The Bloon Solver (0.25s).
- Bloon Liquefier acid puddles damage increased from 2 to 4
- The Bloon Solver price increased from $22,000 to $22,500
- The Bloon Solver acid puddles damage reduced from 20 to 15
- Glue Hose range increased from 46 to 58. Also affects Glue Strike and Glue Storm.
- Sniper Monkey
“ | … and more on that now, the improved bounce distance crosspathing hasn't ever been as useful as we hoped, so this benefit is being greatly improved. | ” |
~ Ninja Kiwi |
- 2-4-0 Supply Drop bounce distance increased from 40 to 80. Also affects 2-5-0 (40 → 80).
- Note: Intended old value was 50 but was not properly incorporated.
- 2-3-0 Bouncing Bullet bounce distance increased from 50 to 80.
- Monkey Sub
“ | We're improving Reactor's attack cooldown to improve general consistency. Ballistic Missile struggles greatly against standard Bloons since almost all of its power is in the Ceramic/Moab bonus, so we're also balancing this consistency out with greater damage to standard targets while retaining the same total MOAB-Class power at the cost of pierce. Sub Paragon unsubmerged form is overperforming, so we're reducing the boss power of the main attack while greatly improving the less desirable submerged power. | ” |
~ Ninja Kiwi |
- 4-x-0 Bloontonium Reactor attack cooldown reduced from 0.3s to 0.28s. Also affects 5-x-0 Energizer.
- 4-0-1 Bloontonium Reactor attack cooldown reduced from 0.21s to 0.196s. Also affects 5-0-1 Energizer.
- Ballistic Missile missile damage increased from 1 to 3. Also affects First Strike Capability but not Pre-Emptive Strike (10).
- Ballistic Missile missile bonus Ceramic + Blimp damage reduced from +5 to +3. Also affects First Strike Capability but not Pre-Emptive Strike (ceramic: +20, blimps: +15)
- Ballistic Missile missile pierce decreased from 60 to 40. Also affects First Strike Capability and Pre-Emptive Strike.
- Nautic Siege Core Main Dart bonus damage to boss reduced from +300 to +200
- Nautic Siege Core Airburst bonus damage to boss reduced from +180 to +100
- Nautic Siege Core Submerged radiation damage increased from 50 to 250
- Nautic Siege Core Submerged radiation bonus damage to boss reduced from +500 to +250
- Nautic Siege Core Submerged radiation bonus damage to Ceramic increased from +50 to +250
- Nautic Siege Core Submerged radiation attack cooldown reduced from 0.425s to 0.28s
- Monkey Buccaneer
“ | Aircraft Carrier is too high power for the price so we are reducing plane attack speed but have left 420 path radials unchanged as it has been the less powerful crosspath after T3 for a while. MOAB damage stat buff for middle path's canons as a low portion of the total damage is dealt by these since the frags fix. Due to loud Lead tinking screams, all Navarch damage is been set to Normal instead of flowing up from lower tiers. | ” |
~ Ninja Kiwi |
- Aircraft Carrier forward darts attack cooldown decreased from 0.15s to 0.18s. Also affects Carrier Flagship.
- 4-0-x Aircraft Carrier radial darts attack cooldown increased from 1s to 1.2s. Does not affect 4-1-0 (1s). Also affects Carrier Flagship.
- Carrier Flagship main attack pierce increased from 4 to 7. Does not affect the aircraft darts.
- [bug fix] 5-0-2 Carrier Flagship aircraft darts no longer gains +7 pierce compared to 5-0-1 (16 → 9).
- Monkey Pirates cannonball explosion bonus damage to MOAB-class increased from +3 to +5
- Pirate Lord cannonball explosion bonus damage to MOAB-class increased from +5 to +10
- Navarch of the Seas grapes damage type changed from Sharp to Normal
- Monkey Ace
“ | Fighter Plane's missiles often get stuck circling slower targets until they expire, since Ace can't reasonably plan against this the missile turn acceleration has been tweaked to reduce chance of this happening. Tsar Bomba is a powerful ability that sees a decent lot of use for an ability heavy upgrade, but as it doesn't really add to the tower outside of that ability we've decided to give the base bombs a boost so that well placed Bombing Runs can shred through Super Ceramics. | ” |
~ Ninja Kiwi |
- Fighter Plane missile attack max turn rate increased from 400 to 500. Also affects subsequent upgrades.
- Fighter Plane missile attack turn rate change reduced from 160 to 150. Also affects subsequent upgrades.
- Tsar Bomba bombing run damage increased from 10 to 15
- Tsar Bomba bombing run now deals +8 Ceramic damage
- Heli Pilot
“ | Among technical players we've received feedback that the massive range of the Heli's missiles causes problems with controlling what heli's choose to attack & when so we've reduced the range of these missiles to a more reasonable number, this is still double the range of the Heli so the missiles will continue to fire first before other attacks but not quite from so far away. As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it's quite strong for a T3 so the slow amount was reduced but we've made the T4 now better than the T3 was before. | ” |
~ Ninja Kiwi |
- Apache Dartship missile attack range reduced from 173 to 84
- While technically a nerf, this is a "buff" in terms of consistent targeting on simultaneous-lane maps.
- x-3-0 Downdraft blowback cooldown decreased from 0.225s to 0.2s. Does not affect Support Chinook (0.15s).
- 0-3-2 Downdraft blowback cooldown decreased from 0.18s to 0.16s. Does not affect Support Chinook (0.12s).
- x-0-3 MOAB Shove shoving speed multiplier versus MOABs decreased from -0.33x to -0.30x. Also affects Comanche Defense and above.
- 0-1-3 MOAB Shove shoving speed multiplier versus MOABs decreased from -0.44x to -0.41x. Also affects Comanche Defense and above.
- x-0-3 MOAB Shove shoving speed multiplier versus BFBs decreased from 0x to 0.10x. Does not affect x-0-4 Comanche Defense (0x).
- 0-1-3 MOAB Shove shoving speed multiplier versus BFBs decreased from -0.11x to -0.01x. Does not affect 0-1-4 Comanche Defense (-0.11x).
- x-0-4 Comanche Defense shoving speed multiplier versus ZOMGs and DDTs increased from 0.33x to 0.22x.
- 0-1-4 Comanche Defense shoving speed multiplier versus ZOMGs and DDTs increased from 0.22x to 0.11x.
- Mortar Monkey
“ | General tweaks to top path upgrade flow, slightly moving up the costpoint but improving the power of this path. Middle Mortar is seeing improvements mainly for damage over time crosspathing, and we've also added Burny Stuff to the Pop & Awe ability with crosspathing. We had been happy with Shattering Shells for a while, but as the game has evolved outright removing Fortification isn't as valuable anymore, so the price feels high for such a specific role compared to other supportive options. | ” |
~ Ninja Kiwi |
- Shell Shock price reduced from $900 to $825
- 3-0-2 Shell Shock no longer decreases burning duration, duration increased from 1.875s to 3.75s. Does not decrease the tick rate of the burn (0.625s). Also affects subsequent upgrades.
- The Big One price increased from $6500 to $7200
- The Big One shockwave bonus damage to ceramic increased from +1 to +2. Does not affect The Biggest One shockwave (+20)
- The Biggest One center explosion bonus damage to Ceramic increased from +20 to +30
- The Biggest One center explosion bonus damage to MOAB-class increased from +20 to +30
- 5-0-2 The Biggest One burning DoT damage increased from 50 to 60
- 0-3-2 Heavy Shells burning damage per tick increased from 2 to 3
- 0-4-2 Artillery Battery burning damage per tick increased from 3 to 4
- 0-5-2 Pop and Awe burning damage per tick increased from 5 to 18
- 0-5-2 Pop and Awe burning duration increased from 3.75s to 7.5s
- 0-5-2 Pop And Awe ability now applies Burny Stuff of damage 36 and lifespan 7.5s
- Shattering Shells price reduced from $10,500 to $9,500
- Dartling Gunner
“ | Since Plasma Accelerator is a heavily MOAB-Damage focussed upgrade so we want to introduce this niche somewhat better at the T3 with a little starting MOAB Damage, while only doing one change here already we also knocked a little price off from Ray of Doom | ” |
~ Ninja Kiwi |
- Laser Cannon now deals +2 damage to MOAB-class. Does not affect Plasma Accelerator's laserbeam (+0) or endpoint (+10).
- Ray of Doom price decreased from $80,000 to $75,000
- Super Monkey
“ | It only scored 5/5 stars instead of a 6/5 in the Hall of Fame due to the high cost, so we've lowered that cost to see if this can be re-evaluated. | ” |
~ Ninja Kiwi |
- Legend of the Night price reduced from $200,000 to $165,650
“ | We haven't looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we've also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we'll take that under consideration for our next look. | ” |
~ Ninja Kiwi |
WIP Add the same for maxed TSG and VTSG |
- Sun Temple: Magic Arcane Blast attack pierce increased from 7 to 15
- Sun Temple: v1 Magic Arcane Blast attack damage increased from 20 → 40
- Sun Temple: v2 Magic Arcane Blast attack damage increased from 30 → 60
- Sun Temple: v3 Magic Arcane Blast attack damage increased from 35 → 70
- Sun Temple: v1 Primary Golden Glaives attack damage increased from 10 → 50
- Sun Temple: v2 Primary Golden Glaives attack damage increased from 20 to 100
- Sun Temple: v3 Primary Golden Glaives attack damage increased from 30 to 150
- Sun Temple: v1 Primary Golden Blades attack pierce increased from 10 to 100
- Sun Temple: v2 Primary Golden Blades attack pierce increased from 20 to 200
- Sun Temple: v1 Primary Golden Blades attack damage increased from 15 to 150
- Sun Temple: v2 Primary Golden Blades attack damage increased from 25 to 250
- Sun Temple: $300 Primary pierce buffs reduced from 5 to 2
- Sun Temple: $10k Primary pierce buffs reduced from 5 to 2
- Sun Temple: $15k Primary pierce buffs reduced from 5 to 3
- Sun Temple: $25k Primary pierce buffs reduced from 5 to 3
- Sun Temple: $1k Military pierce buffs reduced from 5 to 3
- Sun Temple: $7.5k Military pierce buffs reduced from 5 to 3
- Sun Temple: $15k Military pierce buff reduced from 5 to 4
- Ninja Monkey
“ | To allow Shinobi combos to scale more effectively with the Flash Bomb, the combo-attack pattern is being improved with more base Shuriken pierce & slightly larger bonuses to Stunned & Stickied targets – however the increased range at T4 is being removed. Ninja Paragon's Camo bonus has been interesting, but we want to scale this up in many places to feel like a more significant overall boost when it comes into play. Additionally this Paragon hasn't scaled the best at high degrees as Stickies attacking faster than their Fuse Time would make the attack weaker at single target, we are slowing the sticky attack but giving it back proportionally more damage to resolve this with an overall buff. | ” |
~ Ninja Kiwi |
- Flash Bomb shuriken base pierce increased from 2 to 4
- Flash Bomb shuriken bonus to stunned increased from +3 from +4. Also affects Sticky Bomb.
- Sticky Bomb shuriken bonus to stickied increased from +3 to +4.
- Sticky Bomb no longer gains +8 extra range, range decreased from 55 to 47. Also affects Master Bomber.
- Master Bomber main shuriken bonus to stunned increased from +9 to +19
- Master Bomber main shuriken bonus to stickied increased from +9 to +19
- Ascended Shadow Main Attack bonus damage to Camo increased from +6 to +16
- Ascended Shadow Flash Bomb explosion bonus damage to Camo increased +20 to +48
- Ascended Shadow Flash Bomb shuriken bonus damage to Camo increased +16 to +40
- Ascended Shadow Main Attack bonus damage to Stunned increased +15 to +64
- Ascended Shadow Main Attack bonus damage to Stickied increased +15 to +64
- Ascended Shadow Sticky Bomb attack cooldown increased from 5.5s to 6.5s
- Ascended Shadow Sticky Bomb explosion damage increased from 3500 to 4200
- Ascended Shadow Sticky Bomb explosion bonus damage to Boss increased from +1400 to +2100
- Ascended Shadow Sticky Bomb explosion bonus damage to Camo increased from +700 to +2100
- Alchemist
“ | As a small tax to low tier Alchemists we are moving cost from Stronger Stimulant into Berserker Brew, this shouldn't hurt much for general play and keeps un-discounted Stimulant the same. As this was an oversight Total Transformation is now being enabled to transform mermonkey. | ” |
~ Ninja Kiwi |
- Berserker Brew price increased from $1,300 to $1,400
- Stronger Stimulant price reduced from $2,950 to $2,850
- Total Transformation can now transform Mermonkey
- Druid
“ | Now that Tornadoes are one of the more popular Bloon Stall choices we looked more into its upgrade progression, tornado projectile speed is being reduced as a benefit to Ball Lightning to prevent tornado outpacing the lightning ball so quickly, and to more suit it as a Cold/Magic themed upgrade plus differentiate from similar supports the weaknesses are changing. More directly to Ball Lightning we feel it needs a considerably higher freeze duration for the freeze to matter as it casts slowly. Our initial rework to Vine attack rate in v44 caused some issues at T4, to get around these issues T4 now improves the power of vines directly instead. | ” |
~ Ninja Kiwi |
- Druid of the Storm tornado projectile speed reduced from 90 to 72. Also affects other ordinary tornadoes.
- Druid of the Storm tornado damage type changed from Shatter to Arctic. Will still filter targets it cannot affect.
- Note: Does not affect the mini-tornadoes from Tiny Tornadoes.
- Ball Lightning freeze duration increased from 1.5s to 4.5s
- Superstorm DDT pierce penalty reduced from +9 to +7
- Druid of the Jungle track brambles pierce refresh rate can now receive buffs. Does not affect the track brambles rehit rate. Calculations for the rate of deploying track brambles remains unchanged.
- Jungle's Bounty number of vines decreased from 2 to 1
- Jungle's Bounty vine grab minimum attack cooldown increased from 0.25s to 2.6s, now activating the base cooldown of the vine grab as a secondary practical factor in determining the cooldown of the vine grab. Cooldown of the digestion formula still remains 1.4 + (√lifelost + 2 (if the bloon is lead) + 1)/4 seconds (e.g. Red: 1.9s, Zebra: 2.85s, normal Ceramic: 4.12s).
- Jungle's Bounty track brambles pierce refresh cooldown decreased from 0.3s to 0.2s
- Jungle's Bounty track brambles rehit cooldown decreased from 0.3s to 0.2s
- Jungle's Bounty track brambles duration increased from 4.5s to 9s
- Mermonkey
“ | We were cautious with initial low tier Mermonkey upgrades, but as nothing seriously unexpected came up we've reduced the base cost and improved the projectile lifespan which should help with issues on some higher tier upgrades. | ” |
~ Ninja Kiwi |
- Base Mermonkey price reduced from $600 to $475
- Base Mermonkey projectile distance increased from 100 to 200. Also affects subsequent upgrades.
“ | As the middle crosspath is currently less useful for higher tiers, we've upgraded Sharper Prongs to improve Tentacle pierce as well. As the main Trident's damage falls behind and has caused annoying layer skipping for some more observant players the damage of this attack is increasing at T3 & T4. The % pierce buff is being improved at all levels since this has settled without causing too much of a stir, and finally Lord of The Abyss's price is being greatly reduced as a heavily pierce built design it requires some single-target assistance to perform well. | ” |
~ Ninja Kiwi |
- 3-1-0 Abyss Dweller tentacles now gain +35% pierce (24 → 32.4)
- 4-1-0 Abyssal Warrior tentacles now gain +35% pierce (32 → 43.2)
- 5-1-0 Lord of the Abyss tentacles now gain +35% pierce (80 → 108)
- Abyss Dweller trident damage increased from 2 to 4
- Abyssal Warrior trident damage increased from 2 to 8. Also affects Lord of the Abyss
- Abyss Dweller pierce buff increased from +5% to +10%
- Abyssal Warrior pierce buff increased from +15% to +20%
- Lord of the Abyss pierce buff increased from +30% to +40%
- Lord of the Abyss price reduced from $29,000 to $23,000
“ | While the Arctic Knight has been popular, Riptide Champion has major pierce issues and is seeing a price reduction as well as a pierce increase to make up for this. Arctic Knight itself is receiving the brand new damage type added this update; as it is gaining a weakness to White Bloons from this and wasn't too wild before we are increasing the power as well & allowing the ability to carry over 1 round to prevent projectiles timing out immediately when cast at the end of a round. Popseidon had unintentionally more pierce on the central trident's split projectiles, so this pierce is being spread out for a total increase. Finally popseidon released with a very wide projectile arc to prevent the seeking projectiles from clumping immediately, we like how this has worked out but feel that only the 052 crosspath needs to have this increased arc. | ” |
~ Ninja Kiwi |
- Riptide Champion price reduced from $2,800 to $2,300
- Riptide Champion pierce increased from 8 to 12
- Arctic Knight pierce increased from 14 to 15
- Arctic Knight damage type changed from Plasma (weakness: Purple) to Arctic (weakness: Purple, White)
- Arctic Knight ability iceball damage type changed from Plasma (weakness: Purple) to Arctic (weakness: Purple, White). Also affects Popseidon's iceballs but not flood.
- Arctic Knight ability iceball damage increased from 15 to 20. Does not affect Popseidon's iceballs (30).
- Arctic Knight ability projectiles now carry over 1 round
- Popseidon central trident pierce increased from 16 to 18
- Popseidon side tridents pierce increased from 16 to 18
- Popseidon central trident split pierce reduced from 24 to 18
- Popseidon side tridents split pierce increased from 16 to 18
- Popseidon projectile arc reduced from 60 to 45. Does not affect 0-5-2 (60).
“ | Echosense Network hasn't felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. Mermonkey's trance was extremely powerful against MOABs but limited against regular Bloons, so we've shifted prices apart & improved T3 while raising the cost of T4 to a more appropriate level. Same as with Abyss Dweller the middle crosspath has shown to be less useful for higher tiers, so this also sees a pierce increase to the Trance attack. | ” |
~ Ninja Kiwi |
- Echosense Network maximum stacks increased from 5 to 10, max range from max stacks increased from +30% to +60%
- 0-1-3 Alluring Melody allure pierce now gains a further +1 pierce. Also affects subsequent upgrades.
- Alluring Melody price reduced from $2800 to $2000
- Alluring Melody allure base pierce increased from 2 to 3. Does not affect Symphonic Resonance's allure (4).
- Symphonic Resonance price increased from $4600 to $7600
- Spike Factory
“ | Still very strong cleanup, Spiked Balls slowly approaches 10 pierce, while leaving Spiked Mines unchanged for more encouragement to upgrade past it. Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out. | ” |
~ Ninja Kiwi |
- Spiked Balls pierce decreased from 12 to 11. Does not affect Spiked Mines (18).
- 1-0-5 Perma-Spike pierce decreased from 90 to 85.
- Engineer Monkey
“ | The Ultraboost ability is now starting on cooldown to put a limit on buy'n'resell issues, but this is to ease up on the use per round limit which was causing frustration. We felt the Master Builder's perma-buff-per-round wasn't valuable enough to make use of building in advance, so we are reducing the base attack speed with increased power in return to more heavily improve the maximum scaled power from this. | ” |
~ Ninja Kiwi |
- Ultraboost ability now starts on a full initial cooldown, instead of transferring cooldowns from Overclock ability.
- Ultraboost ability max uses per round increased from 3 to 10.
- Master Builder attack cooldown decrease per round increased from 0.1s to 0.3s
- Master Builder minimum attack cooldown increased from 0.05s to 0.15s
- Master Builder nail gun attack base cooldown increased from 0.3s to 1s
- Master Builder nail gun attack base damage increased from 100 to 300
- Master Builder nail gun attack base boss bonus increased from +100 to +500
- Master Builder nail gun pin duration increased from 1s to 5s
- Master Builder's Green Sentry now has a Lock in Place target option.
- Beast Handler
“ | Base handler's beast range felt too high starting off when considering the tower is built around sharing range between multiple Handlers so this range is being reduced. | ” |
~ Ninja Kiwi |
- Beast Handler handling range decreased from 60 to 50. Does not affect the base stabbing attack (20).
“ | Top Handler is designed around huge inconsistent power, however Megalodon feels that it should be more reliable for the investment required so we are improving both thrash radius and reducing the cooldown. Fish RBE limit before being able to devour the target instantly is being increased to last further into freeplay. | ” |
~ Ninja Kiwi |
- Megalodon thrash radius increased from 36 to 48.
- Megalodon grapple cooldown reduced from 1s to 0.8s.
- Megalodon splash base cooldown reduced from 1s to 0.8s. Also affects the higher degrees.
- Min power Megalodon attack cooldown reduced from 0.5s to 0.4s.
- Middle power Megalodon attack cooldown reduced from 0.364s to 0.314s.
- Max power Megalodon attack cooldown reduced from 0.44805s to 0.22805s.
- Max pull RBE limit from Great White, Orca, and Megalodon increased from 250,000 RBE to 500,000 RBE.
“ | Bottoms will now move slower but speed up as more beasts are merged into them, likewise they will attack slower at first but faster through their merges. This should add more merge value to lower tier birds while overall nerfing to the base level for currently overpowered higher tiers. | ” |
~ Ninja Kiwi |
- Gyrfalcon flight speed reduced from 110 to 80. Also affects subsequent upgrades.
- Horned Owl flight speed bonuses from merges increased from +0 to +40.
- Horned Owl ceramic penalty reduced from +5 to +4
- Horned Owl attack cooldown increased at all beast power stages
- Horned Owl min power attack cooldown increased from 0.7s to 1s
- Horned Owl max power attack cooldown increased from 0.42s to 0.6s
- Golden Eagle attack cooldown increased at all beast power stages
- Golden Eagle min power attack cooldown increased from 0.6s to 1s
- Golden Eagle max power attack cooldown increased from 0.32s to 0.52s
- Giant Condor attack cooldown increased at all beast power stages
- Giant Condor min power attack cooldown increased from 0.6s to 1s
- Giant Condor max power attack cooldown increased from 0.32s to 0.52s
- Pouakai attack cooldown increased at all beast power stages
- Pouakai min power attack cooldown increased from 0.6s to 0.8s
- Pouakai middle power attack cooldown increased from 0.46s to 0.56s
- Pouakai max power attack cooldown unchanged at 0.32s
- Obyn Greenfoot
- Level 11+ Nature's Clarity no longer increases projectile lifespan by a factor of extra range.
- Captain Churchill
“ | Lower attack rate hurt Churchill's early game too much so these lower tier rates have been improved. His range upgrade increases were too small considering the large base range, so these have also been improved. While useful when it comes online, Churchill's Machine Gun never scaled the best so needs further improvements to scale up with higher levels. & finally since it's very hard to get to Lv20 at all, we've given a nice bump to base damage here as well. | ” |
~ Ninja Kiwi |
- Level 1-7 Churchill Main Cannon attack cooldown reduced from 1.8s to 1.5s
- Level 8-15 Churchill Main Cannon attack cooldown reduced from 1.5s to 1.2s
- Level 1-3 Captain Churchill range increased from 63 to 65
- Level 4+ Captain Churchill range increased from 66 to 75
- Level 5-6 machine-gun damage increased from 1 to 2
- Level 7-11 machine-gun damage increased from 2 to 4
- Level 12-13 machine-gun damage increased from 3 to 6
- Level 14-17 machine-gun damage increased from 4 to 8
- Level 18+ machine-gun damage increased from 5 to 10
- Level 15-17 Churchill machine-gun bonus damage to Fortified increased from +1 to +2
- Level 18+ Churchill machine-gun bonus damage to Fortified increased from +1 to +4
- Level 20 Churchill Main Cannon explosion damage increased from 15 to 20
- [bug fix] Level 13-16 Armor Piercing Shells flat bonus damage increased from +1 to +3
- [bug fix] Level 17+ Armor Piercing Shells flat bonus damage increased from +2 to +6
- Ezili
“ | Though we feel she is quite powerful already later in the game, Ezili has quite a hard time in the early game, we've given more initial damage over time to allow her to clean up early Green Bloons with one attack | ” |
~ Ninja Kiwi |
- Level 1-7 Ezili cursing damage-over-time damage increased from 1 to 2. Does not affect Level 8 (2) and above.
- Sauda
“ | Sauda's early game feels exceptional and is seeing a pierce reduction, however as her Sword Charge struggles to break super ceramics as they first begin to appear we're also filling a gap and allowing her to sweep the path twice from Lv14, Sword Charge damage is also being reduced at lv16 but this is only to keep the overall same power level now that it hits twice. | ” |
~ Ninja Kiwi |
- Sauda sword pierce decreased by 1 for all upgrades
- Level 1-5: 4 → 3
- Level 2-5: 5 → 4
- Level 6-14: 7 → 6
- Level 15+: 6 → 8
- Level 14-19 Sword Charge now sweeps the path twice
- Level 16-19 Sword Charge damage reduced from 120 to 60. Does not affect Level 20 Sword Charge damage (220).
- Corvus
“ | We're happy with how Corvus fits into his new XP curve, although a few edges do need to be smoothed out. First, Corvus early game is kinda broken, for now we're not touching the spirit itself but have reduced the damage of the Spear spell. Frostbound is currently much better than Repel, so we have doubled Repel's knockback against non-moabs & increased its radius along with some small nerfs to Frostbound - note that while Frostbound's freeze on MOABs is being reduced the duration is still longer than the re-application rate so this will rarely be noticed. For Dark Ritual QoL, it will no longer eat up pierce on purple Bloons unless it is able to damage them. Finally, Overload & Might are still somewhat tuned around the higher XP curve and need some nips to their power. | ” |
~ Ninja Kiwi |
- Level 1-11 Spear spell damage reduced from 2 to 1. Does not affect Level 12-17 Spear (4) or Level 18+ (10).
- Frostbound spell cooldown increased from 45s to 50s
- Frostbound spell mana cost increased from 170 to 190
- Level 9+ Frostbound spell freeze duration penalty to MOAB-Class increased from 50% to 75%
- Repel knockback radius increased from 8 to 10
- Repel knockback amount increased from 4 to 8. Does not affect Repel knockback against MOAB-Class (4).
- Dark Ritual now will filter out Purple targets unless it can damage them
- Level 13-19 Overload damage reduced from 1500 to 1150
- Level 20 Overload damage reduced from 3000 to 2250
- Ancestral Might mana cost increased from 440 to 550
- Overload mana cost increased from 520 to 620
- Rosalia
“ | As Rosalia can't properly attack while moving the repositioning speed has been increased, and we've given her extra attack range. Her abilities have also been noted as difficult to effectively utilize, so we've eased up on Scatter Missiles and increased the maximum damage on Kinetic Charge to have a higher potential payoff. Her main attacks also feel they start to fall off too early, so higher levels for these have both been improved at their respective strengths. | ” |
~ Ninja Kiwi |
- Rosalia "the tower" base range increased from 32 to 40. Does not affect workshop range (60).
- Rosalia repositioning speed increased from 0.7 units/second to 1.5 units/second
- Scatter Missile initial target delay reduced from 1s to 0.4s
- Kinetic Charge explosion pierce increased from 100 to 500
- Level 10-19 Kinetic Charge max additional damage increased from 3000 to 4500
- Level 20 Kinetic Charge max additional damage increased from 8000 to 12000
- Level 13-??? Cluster grenades pierce increased from 5 to 8
- Level 15+ Grenade bonus ceramic damage increased from +5 to +6
- Level 15+ Grenade cluster bonus ceramic damage increased from +3 to +4
- Level 12-14 Laser bonus damage to MOAB-Class increased from +5 to +10
- Level 15-18 Laser bonus damage to MOAB-Class increased from +20 to +30
- Level 19+ Laser bonus damage to MOAB-Class increased from +30 to +45
- Relic Knowledge
“ | We didn't expect the last Deep Heat change to be too crazy of a shakeup, but now that we have new variables opened up for it and have tested these working in the wild we're going to start improving on these values | ” |
~ Ninja Kiwi |
- Deep Heat freeze duration bonus increased from 10% to 30%
- Deep Heat extra layers frozen increased from 1 to 3
“ | These Bloon properties aren't prevalent enough to justify such small bonuses compared to Raw Damage or MOAB/Ceramic Damage. | ” |
~ Ninja Kiwi |
- Fortifried damage bonus to Fortified increased from +2 to +3
- Broken Heart damage bonus to regrow increased +2 to +5
“ | We don't feel Rounding-Up was bad but with Thrive basically always giving significantly more total cash we wanted to close the gap a bit more between these Relics so that the actual fully custom Relic could feel a bit better in comparison to the Power Charge relic. | ” |
~ Ninja Kiwi |
- Rounding Up end-of-round cash bonus increased from +$20 to +$25
- Boss Bloons
“ | Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we're reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn. | ” |
~ Ninja Kiwi |
- Boss Rush Dreadbloon's Rock Bloon HP scaling reduced from 1.07x to 1.055x
- Boss Rush Dreadbloon's Rock Bloons per spawn increased from 3 to 6
- Looking Forward
“ | Going into the home stretch of the year with one massive update yet to come. With the Bloons Card Storm release coming next week, we're feeling quite tactical, so let's dig right into the details.
|
” |
~ Ninja Kiwi |
Bloons TD 6 v45.0 - Update Preview![]
"Bloons TD 6 v45.0 - Update Preview!"
“ | Bloons TD 6 v45.0 - Update Preview!
Preview of what is to come in the next update! There is no confirmed release date for this update but it will be coming very soon, please note that the final version may include further fixes / changes Update Video: https://youtu.be/j3P5dBAHZyM
Full list of Balance Changes & Bug Fixes will be included along with the final update notes when the update is released |
” |
Gallery[]
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Videos[]
Early Access Videos[]
Trivia[]
- Certain balance changes have been observed before the release of Version 45.0:
- The Mermonkey base price buff is visible in the Version 45.0 update video on YouTube, where the new Easy price was shown.
- Lord of the Abyss's price buff is visible in one of the Version 45.0 early access videos on YouTube; one of these instances shows the new Hard price.
- Glaive Lord's price nerf is visible in one of the Version 45.0 early access videos on YouTube, one of these instances shows the new Hard price.
- Several other Version 45.0 early access videos on YouTube shown the new costs for Glaive Dominus, Bloon Solver, and Symphonic Resonance.
- The Version 45.0 patch notes for Legend of the Night is a reference to a video by WolfyPlayz at the video "Trying Legend of the Night for the First Time"[3]
References[]
- ↑ comment on r/btd6:
“
"fixed the moon"
silly, when out of context
a bit of context for this I guess. I'm I'm not mistaken, the moon behind Elite Lych was white when it was suppose to be green. this is what it meant” ~ r/PenguinFlames707 - ↑ "Quite late, but here's all the balance changes of v45 (so many...)"
- ↑ Trying Legend of the Night for the First Time:
“ That is a pretty easy 5 stars. Definitely Hall of Shag. You wonder why I am not giving it 6... uhh, it's... it's the cost. Like for $200,000, I should [bad_word] hope it summons a black hole that stops me from dying. ” ~ Wolfy Playz
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