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Bloons TD 6 - Version 45.0 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
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
  • [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
  • 5xx Glaive Lord should no longer apply DoT to DDTs without Lead power

Bomb Shooter
  • xx4 Recursive Cluster, resolved some weird stat population issues across crosspaths, this may unintentionally cause balance to work as intended

Ice Monkey
  • xx5 Icicle Impale should no longer fail to slow already Frozen targets

Glue Gunner
  • 500 The Bloon Solver can now correctly take buffs without needing a crosspath first
  • xx3 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
  • 5xx Carrier Flagship crosspaths have had a number of inconsistencies resolved in how stats add together

Heli Pilot
  • x5x Special Poperations can no longer Door Gunner towers down on top of Helipads
  • xx4 Comanche Defense resolved a crash which re-broke another crash
  • Resolved the other crash again

Super Monkey
  • 4xx 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
  • x5x 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
  • 3xx Abyss Dweller pierce buff should now stack correctly with other pierce increases
  • 5xx Lord of the Abyss resolved some inconsistencies applying buffs to supported towers
  • 5xx Lord of the Abyss should no longer have a weaker slow against MOABs than the T4
  • xx4 Symphonic Resonance totem can be redeployed, it’s neat so we’re not changing this
  • xx4 Symphonic Resonance totem can no longer place out of range with Drop & Lock
  • xx4 Symphonic Resonance totem should save location correctly on moving platforms
  • xx5 The Final Harmonic totem spawn cooldown 6s > 12s (This was hard capped at a 12s minimum makes no difference)
  • xx5 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.
  • Lv13 armor piercing shells flat bonus damage increased from 1 > 3
  • Lv17 armor piercing shells flat bonus damage increased from 2 > 6

Benjamin
  • Benjamin’s cash counter now displays earnings from Skimming in Half Cash

Geraldo
  • Gerry’s Fire should no longer be placable on xx4 Mermonkey Totems
  • 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

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.
  • 4xx Juggernaut Bloon light knockback amount increased 3 > 6
  • 4xx Juggernaut Bloon heavy knockback amount increased 1.5 > 2
  • xx1 Long Range Darts projectile lifespan multiplier increased 15% > 35%
  • xx2 Enhanced Eyesight projectile lifespan multiplier reduced 35% > 25%
  • xx2 Enhanced Eyesight projectile speed increased 330 > 350
  • 103 Crossbow pierce increased 4 > 6
  • 203 Crossbow pierce increased 6 > 9
  • Pierce crosspathing carries up to Sharpshooter
  • xx3 Crossbow acquisition range increased 56 > 60
  • xx4 Sharpshooter acquisition range remains 60
  • xx3 Crossbow projectile speed increased from 360 > 400
  • xx4 Sharpshooter projectile speed increased from 400 > 450
  • xx5 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.
  • 5xx Glaive Lord DoT duration reduced from 15s > 10s
  • 5xx Glaive Lord price increased from $29,400 > $32,500
  • 104 MOAB Press pierce increased from 260 > 300
  • 204 MOAB Press pierce increased from 320 > 420
  • Glaive Dominus price reduced from $275,000 > 250,000
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.
  • 3xx Really Big Bombs damage increased 3 > 4
  • 3xx Really Big Bombs Bloon pushback increased 10 > 20
  • 5xx Bloon Crush pushback amount to MOAB-Class Bloons unchanged
  • x5x MOAB Eliminator base attack type Normal > Explosion
  • 024 Recursive Cluster cluster projectile speed now scales with Missile Launcher
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.
  • 3xx Ice Shards now also removes Camo & Regrow properties from targets
  • 050 Absolute Zero main attack layers frozen increased from 5 > 8
  • xx3 Cryo Cannon price reduced from 2250 > 1950
  • xx3 Cryo Cannon freeze duration 1.2s > 1.5s
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.
  • 3xx Bloon Dissolver price reduced from $2,500 > $2,000
  • 3xx Bloon Dissolver attack cooldown 1s > 0.5s
  • 4xx Liquefier attack cooldown reduced from 0.75 > 0.5s
  • 4xx Bloon Liquefier lingering puddles damage increased 2 > 4
  • 5xx The Bloon Solver price increased from $22,000 > $22,500
  • 5xx The Bloon Solver attack cooldown remains at 0.25s
  • 5xx The Bloon Solver track puddles damage reduced 20 > 15
  • x3x Glue Hose range increased from 46 > 58
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.
  • 240 bounce distance increased 50 > 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.
  • 4xx Bloontonium Reactor attack cooldown reduced 0.3 > 0.28
  • x3x Ballistic Missile damage increased from 1 > 3
  • x3x Ballistic Missile bonus Ceramic/Moab damage reduced from 5 > 3
  • x3x Ballistic Missile pierce reduced from 60 > 40
  • Sub Paragon Main Dart bonus damage to boss reduced from 300 > 200
  • Sub Paragon Airburst bonus damage to boss reduced from 180 > 100
  • Sub Paragon Submerged radiation damage increased from 50 > 250
  • Sub Paragon Submerged radiation bonus damage to boss reduced 500 > 250
  • Sub Paragon Submerged radiation bonus damage to Ceramic 50 > 250
  • Sub Paragon Submerged radiation attack cooldown reduced 0.425 > 0.28
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.
  • 4xx Aircraft Carrier forward darts attack cooldown 0.15s > 0.18s
  • 4xx Aircraft Carrier radial darts attack cooldown 1s > 1.2s
  • 410 Aircraft Carrier plane grapes attack cooldown remains 1s
  • 5xx Carrier Flagship main attack pierce increased from 4 > 7
  • 040 Monkey Pirates cannons bonus damage to MOABs 3 > 5
  • 050 Pirate Lord cannons bonus damage to MOABs 5 > 10
  • Paragon damage Type Sharp > 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.
  • 3xx Fighter Plane missile attack max turn rate increased 400 > 500
  • 3xx Fighter Plane missile attack turn rate change reduced 160 > 150
  • x5x Tsar Bomba bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run deals bonus damage to Ceramic 8
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.
  • 4xx missile attack range reduced from 173 > 84
  • x3x Downdraft rate 0.225 > 0.2
  • xx3 MOAB Shove MOAB pushback reduced -0.33 > -0.3
  • xx3 MOAB Shove BFB pushback reduced 0 > 0.1
  • xx4 Comanche Defense BFB pushback increased 0.1 > 0
  • xx4 Comanche Defense ZOMG pushback increased 0.33 > 0.22
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.
  • 3xx Shell Shock price reduced from $900 > 825
  • 302 Shell Shock no longer reduces DoT duration 1.875 > 3.75
  • 302 Shell Shock DoT tic duration remains at the higher rate
  • 4xx The Big One price increased from $6500 > 7200
  • 4xx The Big One shockwave bonus damage to ceramic 1 > 2
  • 5xx The Biggest One center explosion bonus damage to Ceramic 20 > 30
  • 5xx The Biggest One center explosion bonus damage to MOAB 20 > 30
  • 502 The Biggest One DoT damage increased from 50 > 60
  • 032 Heavy Shells burning damage per tick 2 > 3
  • 042 Artillery Battery burning damage per tick 3 > 4
  • 052 Pop and Awe burning damage per tick 5 > 18
  • 052 Pop and Awe DoT duration increased from 3.75s > 7.5s
  • 052 Pop And Awe ability now applies Burning Stuff of damage 36
  • xx4 Shattering Shells price reduced from $10,500 > $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
  • 3xx Laser Cannon now deals bonus damage to MOABs +2
  • 5xx Ray of Doom price reduced from 80,000 > 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.
  • xx5 Legend of the Night price reduced from $200,000 > $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.
  • Magic Arcane Blast attack pierce increased 7 > 15
  • v1 Magic Arcane Blast attack damage 20 > 40
  • v2 Magic Arcane Blast attack damage 30 > 60
  • v3 Magic Arcane Blast attack damage 35 > 70
  • v1 Primary Golden Glaives attack damage 10 > 50
  • v2 Primary Golden Glaives attack damage 20 > 100
  • v3 Primary Golden Glaives attack damage 30 > 150
  • v1 Primary Golden Blades attack pierce 10 > 100
  • v2 Primary Golden Blades attack pierce 20 > 200
  • v1 Primary Golden Blades attack damage 15 > 150
  • v2 Primary Golden Blades attack damage 25 > 250
  • $300 Primary pierce buffs reduced 5 > 2
  • $10k Primary pierce buffs reduced 5 > 2
  • $15k Primary pierce buffs reduced 5 > 3
  • $25k Primary pierce buffs reduced 5 > 3
  • $1k Military pierce buffs reduced 5 > 3
  • $7.5k Military pierce buffs reduced 5 > 3
  • $15k Military pierce buff reduced 5 > 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.
  • xx3 Flash Bomb shuriken pierce increased 2 > 4
  • xx3 Flash Bomb shuriken bonus to stunned 3 > 4
  • xx4 Sticky Bomb shuriken bonus to stickied 3 > 4
  • xx4 Sticky Bomb no longer increases range
  • xx5 Master Bomber main shuriken bonus to stunned 9 > 19
  • xx5 Master Bomber main shuriken bonus to stickied 9 > 19
  • Paragon Main Attack bonus damage to Camo increased 6 > 16
  • Paragon Flash Bomb explosion bonus damage to Camo increased 20 > 48
  • Paragon Flash Bomb shuriken bonus damage to Camo increased 16 > 40
  • Paragon Main Attack bonus damage to Stunned/Sticked increased 15 > 64
  • Paragon Sticky Bomb attack cooldown increased from 5.5 > 6.5
  • Paragon Sticky Bomb explosion damage increased from 3500 > 4200
  • Paragon Sticky Bomb explosion bonus damage to Boss 1400 > 2100
  • Paragon Sticky Bomb explosion bonus damage to Camo 700 > 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.
  • 3xx Berserker Brew price increased from $1,300 > $1,400
  • 4xx Stronger Stimulant price reduced from $2,950 > $2,850
  • x5x Alchemist 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.
  • 3xx Druid of the Storm tornado projectile speed reduced from 90 > 72
  • 3xx Druid of the Storm tornado weakness changed from Lead > White, Purple
  • 4xx Ball Lightning freeze duration increased from 1.5s > 4.5s
  • 5xx Superstorm DDT pierce penalty reduced from 9 > 7
  • x3x Druid of the Jungle track brambles refresh rate can now receive buffs
  • x4x Jungle’s Bounty number of vines 2 > 1
  • x4x Jungle’s Bounty has a cooldown rate of 2.6s
  • x4x Jungle’s Bounty track brambles pierce refresh rate 0.3 > 0.2
  • x4x Jungle’s Bounty track brambles clear targets hit rate 0.3 > 0.2
  • x4x Jungle’s Bounty track brambles duration increased 4.5s > 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.
  • 000 Mermonkey price reduced from $600 > 475
  • 000 Mermonkey projectile lifespan increased from 100 > 200

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.
  • 310 Abyss Dweller, Sharper Prongs grants tentacles pierce +35%
  • 3xx Abyss Dweller trident damage 2 > 4
  • 4xx Abyssal Warrior trident damage 2 > 8
  • 3xx Abyss Dweller pierce buff increased from 5% > 10%
  • 4xx Abyssal Warrior pierce buff increased from 15% > 20%
  • 5xx Lord of the Abyss pierce buff increased from 30% > 40%
  • 5xx Lord of the Abyss price reduced from $29,000 > $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.
  • x3x Riptide Champion price reduced from $2,800 > 2,300
  • x3x Riptide Champion pierce increased from 8 > 12
  • x4x Arctic Knight pierce increased from 14 > 15
  • x4x Arctic Knight weakness changed from Purple > White, Purple
  • x4x Arctic Knight ability weakness changed from Purple > White, Purple
  • x4x Arctic Knight ability damage increased from 15 > 20
  • x4x Arctic Knight ability projectiles last through 1 round end
  • x5x Popseidon central trident pierce increased from 16 > 18
  • x5x Popseidon side tridents pierce increased from 16 > 18
  • x5x Popseidon central trident split pierce reduced from 24 > 18
  • x5x Popseidon side tridents split pierce increased from 16 > 18
  • x5x Popseidon projectile arc reduced from 60 to 45
  • 052 Popseidon projectile arc remains at 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.
  • xx2 Echosense Network maximum stacks increased from 5 > 10x
  • 013 Alluring Melody gains extra pierce from Sharper Prongs +1
  • xx3 Alluring Melody price reduced from $2800 > 2000
  • xx3 Alluring Melody base pierce increased from 2 > 3
  • xx4 Symphonic Resonance pierce unchanged
  • xx4 Symphonic Resonance price increased from $4600 > $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.
  • 3xx Spiked Balls pierce reduced from 12 > 11
  • 205 Permaspike pierce reduced from 90 > 85
Engineer

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.
  • x5x Ultraboost ability now starts on cooldown
  • x5x Ultraboost uses per round increased 3 > 10
  • Paragon attack cooldown increase per round increased 0.1 > 0.3
  • Paragon minimum attack cooldown increased 0.05 > 0.15
  • Paragon nail gun attack cooldown increased from 0.3s > 1s
  • Paragon nail gun attack damage increased from 100 > 300
  • Paragon nail gun attack boss bonus increased from 100 > 500
  • Paragon nail gun pin duration increased from 1 > 5
  • Paragon 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.
  • 000 Beast Handler acquisition range reduced from 60 > 50

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.
  • 5xx Megalodon thrash radius increased from 36 > 48
  • 5xx Megalodon cooldown reduced from 1 > 0.8
  • 3xx Max Pull RBE limit increased from 250,000 > 500,000

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.
  • xx1 Gyrfalcon fly speed reduced from 110 > 80
  • xx2 Horned Owl fly speed merge range increased from 0 > 40
  • xx2 Horned Owl ceramic penalty reduced from 5 > 4
  • xx2 Horned Owl attack cooldown increased from 0.7s > 1s
  • xx2 Horned Owl attack cooldown merge range 0.28s > 0.4s
  • xx3 Golden Eagle attack cooldown merge range 0.28s > 0.52s
  • xx3 Golden Eagle attack cooldown increased from 0.6s > 1s
  • xx5 Pouakai attack cooldown increased from 0.6s > 0.8s
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.
  • Lv1 Attack cooldown reduced from 1.8s > 1.5s
  • Lv8 Attack cooldown reduced from 1.5 > 1.2s
  • Lv1 Acquisition range increased from 63 > 65
  • Lv4 Acquisition range increased from 66 > 75
  • Lv5 machine-gun damage increased from 1 > 2
  • Lv7 machine-gun damage increased from 2 > 4
  • Lv12 machine-gun damage increased from 3 > 6
  • Lv14 machine-gun damage increased from 4 > 8
  • Lv18 machine-gun damage increased from 5 > 10
  • Lv15 machine-gun bonus damage to Fortified increased from 1 > 2
  • Lv18 machine-gun bonus damage to Fortified increased from 1 > 4
  • Lv20 Cannon damage 15 > 20
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
  • Lv1 damage over time damage increased from 1 > 2
  • Lv8 damage over time damage remains 2
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.
  • Lv1 pierce reduced from 4 > 3
  • Lv14 Sword Charge sweeps the path twice
  • Lv16 Sword Charge damage reduced from 120 > 60
  • Lv20 Sword Charge damage remains 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.
  • Lv1 Spear spell damage reduced from 2 > 1
  • Lv5 Frostbound spell cooldown increased 45s > 50s
  • Lv5 Frostbound spell mana cost increased 170 > 190
  • Lv9 Frostbound spell reduced freeze duration to MOAB-Class 50% > 75%
  • Lv1 Repel knockback radius increased 8 > 10
  • Lv1 Repel knockback amount increased 4 > 8
  • Lv12 Repel knockback against MOAB-Class unchanged
  • Lv10 Dart Ritual filters out Purple targets unless can damage
  • Lv13 overload damage reduced 1500 > 1150
  • Lv20 overload damage reduced 3000 > 2250
  • Lv7 Ancestral might mana cost increased 440 > 550
  • Lv13 Overload mana cost increased 520 > 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.
  • Lv1 Acquisition range increased 32 > 40
  • Lv1 Repositioning speed increased 0.7 > 1.5
  • Lv3 Scatter Missile initial target delay reduced 1s > 0.4s
  • Lv10 Kinetic Charge pierce increased from 100 > 500
  • Lv10 Kinetic Charge max additional damage 3000 > 4500
  • Lv20 Kinetic Charge max additional damage 8000 > 12000
  • Lv13 Cluster grenades pierce increased 5 > 8
  • Lv15 Grenade ceramic damage increased 5 > 6
  • Lv15 Grenade cluster ceram dmg increased 3 > 4
  • Lv12 Laser bonus damage to MOAB-Class increased 5 > 10
  • Lv15 Laser bonus damage to MOAB-Class increased 20 > 30
  • Lv19 Laser bonus damage to MOAB-Class increased 30 > 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
  • Deep Heat freeze duration bonus increased from 10% > 30%
  • Deep Heat extra layers frozen increased from 1 > 3

These Bloon properties aren’t prevalent enough to justify such small bonuses compared to Raw Damage or MOAB/Ceramic Damage.
  • Fortified damage bonus to Fortified increased from 2 > 3
  • Broken Heart damage bonus to regrow increased 2 > 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.
  • Rounding Up end-of-round cash bonus increased from $20 > 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.
  • Dreadbloon’s Rock Bloon HP scaling reduced 1.07 > 1.055
  • Dreadbloon Rock Bloons per spawn increased 3 > 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.
  • Game Editor
    • We have delayed this to give us more time to iterate and polish. This has become a very robust technical feature, with an emphasis on technical, as we are allowing interaction with the game’s baseline behavior scripts. The technical functionality is complete, but we have not had time to build enough games internally nor share with any modders, so we did not feel comfortable releasing as part of 45. We will complete this work in the next weeks and then decide whether to release as a 45.x update or hold until update 46, so please stay tuned.
    • Game Editor remains a highly technical feature for its first release, so it may only appeal to players with a solid understanding of code, modding, and/or game scripting. We will be working to improve accessibility in future updates, especially as we build the tower editing features that we’re still keen to offer.
  • Update 46
    • Tack Shooter Paragon still on track - this was already planned for 46 so no change there.
    • Legends is shaping up to be amazing and we’re eager to share more details (check back to the Update 44 Notes Looking Forward if you missed the explanation). We’ll plan on at least one dev diary during development to preview the art and gameplay of this super cool rogue-lite DLC.
    • Quests, a new “revenge” style map, and maybe some additional surprise content!
  • PlayStation and Xbox Content Update
    • Adding 9 maps, 5 hero skins, and 50+ trophy store items to bring the console version further up to date.
    • Changes are made and we’re working through the submission process.

Wizard Monkey Vinyl + MOAB and Tack Shooter Pins!

A magic wielding Wizard Monkey vinyl, and cute little MOAB and Tack Shooter pins are now available through our partnership with Makeship.

These are only available for a limited time so make don't delay if you think you want these for your collection.


Click the image or link below to go to the Makeship store!



http://ninja.kiwi/ffthd1

Bloons TD 6 - Version 44.0 Update Notes!

Update: Bloons TD 6 v44.0 - Update Notes!

Available now please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

Update Video: https://youtu.be/cb22AG0JIVw
Key New Features
  • New Tower, fresh out of
  • **MONKLANTIS***, the Mermonkey!
    • Smash them with abyssal tentacly creatures, freeze and wash them away with enchanted waves, and lead them astray with mystical melodies! The Bloons will tremble at the might of the Sea, even on land!
    • Players have been asking about new towers and the community has suggested the existence of a Mermonkey since BTD5, so yes we’ve done it! We are committed to adding new towers to the game when we see genuine spaces for unique tower design and gaps in existing tower synergies, especially in different game modes and Events. Mermonkey adds a valuable water tower outside of the Military category, and the designs relating to range from target, buffs, and ice synergy are intended to spark new placement strategies, fun combos, and interesting tier list discussions
    • Mermonkey starts as a low range amphibious tower with a large vision increase when placed in water. They throw a single trident that pierces twice and can damage up to 3 Bloons each time it does, making it effective during earlier dense rounds where this can overlap. Crosspathing choices include Attack & Projectile Speed, AoE & Freezing, or Seeking & Vision
    • Top path Mermonkey fights side by side with a mysterious sea creature that attacks in all directions, slows Bloons down with inky tridents, and enhances all towers within a radius with a percentage pierce increase
    • Middle path attacks with freezing waves that grow larger and more powerful the further they travel, with the wave eventually crashing to form a unique T-shaped attack! They deal increased damage to any Frozen targets, and with the Ice Jet ability, fire a quick barrage of bouncing ice projectiles
    • Bottom Path lures Bloons off track with an irresistible melody to dance around the Mermonkey for a short time while also detonating any damage-over-time effects on those Bloons to deal all the remaining DoT immediately
    • Final note for PC players; We plan to continue working on new towers after Mermonkey, and as we grow closer to maxing out standard keyboard space for reasonable hotkeys we realize it’s not going to be viable to start shuffling these around every time to maintain anymore. So we have decided not to assign any default hotkey for new towers going forward, however we have added the space for a hotkey to be assigned manually within the hotkeys menu.
New Awesome
  • New Hero Skin, Dreamstate Psi
    • Drift off into pleasant Bloon-popping dreams with the adorable new Dreamstate Psi skin. Cozy gameplay guaranteed!
  • New Intermediate Map, Luminous Cove
    • A mysterious cove with deep connections to Mermonkey kind. Help defend this ancient refuge against a two-path Bloon assault to uncover the secrets of these mystical, melodious Monkeys.
  • New Trial Quests! Both of these quests will allow players use of the towers even before unlocking them
    • Mermonkeys, Not Mere Monkeys - Learn about and trial the Mermonkey tower
    • Super Dartling Bros - Learn about and trial the Dartling Gunner tower
  • New Trophy Store Items
    • Monkeys: Safety Mole mortar pet, with a tip of the helmet to our new friends and colleagues from Legion TD 2
    • Bloons: Clown Wigs Bloons
    • Co-op: I’m The Problem text emote
    • Game & UI: Rosalia avatar
  • New CT Team Store items
    • Water Props: Adventure Whale
Game Changes / Additions
  • The Alternate Bloon Rounds round set has increased from 100 to 140 preset rounds, putting more All in Alternate
  • Tower Unlock System
    • We recognize that we have been inconsistent with how “new” Monkey Towers become available and want to streamline this going forward. Dartling Gunner’s more passive unlock giftbox has been reworked into a proper Tower unlock system, where all “new” Towers can be accessed in each player’s preferred order via pop count thresholds.
    • So that we can stop putting air quotes around “new”, we mean all Monkey Towers added after the Engineer: Dartling Gunner, Beast Handler, and Mermonkey…
    • All unlocked towers through older methods will stay unlocked, so there is no need to worry about having to unlock towers again.
    • Any Trial quests for Monkey Towers will now be optional tutorials and will allow you to play with the Tower before accessing it, but they will not permanently access the tower for you
    • Each of the 3 new Monkey Towers also comes with their own optional IAP available for players who want to start using the new Towers straight away or who like custom items. Each IAP immediately accesses the Tower, unlocks all upgrades through tier 5, and also comes with valuable exclusive items: a tier 5 insta for each path (5xx, x5x, and xx5), a custom profile banner, and a custom avatar themed around the related Tower
  • Map Unlock System
    • Our launch map unlock system became a constraint on design and players with requirements trickling down from the number of Beginner maps, so this system has been replaced with a much simpler ‘Full Category Unlocks’ system.
    • Each category (Beginner, Intermediate, Advanced, Expert) of maps will now require a total number of map wins from any other category in order to be permanently unlocked for all current and future maps within that category.
    • Intermediate: Unlocked after 5 unique map wins
    • Advanced: Unlocked after 12 unique map wins
    • Expert: Unlocked after 20 unique map wins
  • Unfortunately, we were not able to implement Retry Last Round for Co-op CHIMPS for this update. We have been trying to get this in for 44 but have run into unexpected problems that cannot be resolved in time, so we hope to have this ready for update 45.
Mod Users

Many players forget to remove mods when swapping back to their main account or otherwise intentionally use mods on their main accounts. This often leaves behind invisible data traces that can build up and cause conflicts and/or even brick accounts.
  • Previously, we attempted to prevent this account damage by turning off account saving whenever mods were detected, but as the mods themselves disable this feature anyway we’ve changed this to a warning prompt with the options: Close Game, Continue (at your own risk), or Logout.
  • Please create an alternate account if you wish to try out any mods. If you come across this warning when you are not intending to use any, then immediately close the game and confirm that you have disabled them.
Bug Fixes & General Changes
  • Track arrows now get destroyed immediately when the round starts
  • Resolved a crash that could occur when loading into a co-op game
  • Cleaned up the hitbox size of the ‘Named Monkeys’ section of player profiles
  • Resolved a crash that could occur when attempting to load remote data
  • Resolved a number of aspect ratio related UI issues
  • Added a scrolling indicator to the Heroes menu
  • Team Banner sizes adjusted to remove stretching
  • Resolved a number of edge case crashes
  • Development fixes, just for us, nothing behind the curtain
Event changes
  • Improved visuals of Dreadbloon’s ‘dash’ in Boss Rush
  • Resolved an issue where immediately entering the Social menu after launching the game could fail to load the CT Event and Co-op Daily Challenge
  • Odysseys should no longer break when the same map is set multiple islands in a row
  • Time Attack tiles in CT no longer reward Monkey Money unless the tile is captured
  • Resolved a number of visual issues with Boss Shields/Damage states in Boss Rush
  • Resolved an issue where CT could display some relics as available for teams that don’t actually have access to them
  • Bosses should no longer display bugged visuals when spawning the same tier again after being destroyed
  • Resolved Boss Rush sometimes showing incorrect error messages when failing to load
  • Boss Events may now have different scoring types set for normal compared to elite
  • Teams menu should now only show a boss in the background if Boss Rush is active
  • Lych’s healing should no longer be able to overflow
  • Improved art in Dreadblon & Lych’s 3D boss menus
  • Improved water ripple visuals in the Teams menu
Map Specific changes
  • Fixed some incorrect blocking on Glacial Trail
  • Resolved an issue where Ravine's Sword could be refreshed
  • Castle Revenge default music track changed to 'Jazz Theme'
  • Sulfur Springs default music track changed to 'Tribes and Tribulations'
  • Changes made to tower height level on Flooded Valley after flooding the valley
Tower Specific Fixes
Tack Shooter
  • 5xx meteor explosion no longer hits camo without detection
Ice Monkey
  • Bloons Frozen by Snowstorm or Absolute Zero should now function correctly when distracted or knocked back
Sniper Monkey
  • 5xx Cripple Moab explosion no longer hits camo without detection
Monkey Sub
  • 5xx Energizer should now correctly display a buff icon on x4x Beast Handlers
Monkey Buccaneer
  • 5xx Carrier Flagship planes should no longer occasionally pause attacks for no reason
  • xx4 Favoured Trades now has a buff icon for its Sellback Rate discount
Heli Pilot
  • 013 MOAB Shove should again correctly increase pushback amount
Druid
  • 4xx Ball Lightning can no longer freeze White Bloons
Spike Factory
  • 042 Spike Storm should now react to the current track on Workshop, rather than the one that was active when its last upgrade was purchased
Engineer
  • Placing a Master Builder turret at the very bottom of the screen should no longer crash
Hero Specific Fixes
Adora
  • Adora can no longer Blood Sacrifice an Arctic Wind that is supporting her on water
Sauda
  • Lv3 Leaping Sword should no longer fail to target when intended target is popped early
Geraldo
  • Changing ownership in co-op after a player has left the game should no longer prevent Geraldo from placing Rabbits
  • Resolved a number of issues with buffs not being correctly removed when upgrading Dart Monkeys with a Worn Hero’s Cape
Rosalia
  • Lv3 Scatter Missile should no longer target the workshop base if the intended target is completely destroyed at the same time as the ability is fired
  • Price buff icons should no longer disappear without enough cash to buy an upgrade
  • Lv7 Ace/Heli Flight Speed buff now correctly expires
  • Lv10 Kinetic Charge should no longer sometimes immediately explode when activated
Platform Specific fixes
  • [PC] The ‘Reset Cooldowns’ sandbox button should now correctly restore Geraldo’s item stock when activated from the hotkey
  • [MacOS] Fixes to a softlock that could occur for some on players launching the game
  • [Arcade] Resolved issues with displaying correct Game Center player name
  • [Netflix] Resolved a blank screen appearing before the Netflix splash screen on launch
  • [Netflix] Game title should no longer fail to localize when device language changes to a non-English supported language
Balance Changes

This update we have kept to a sweep of only simpler balance changes in order to focus more directly on the development of other big features including Mermonkey and content coming in future updates, and although simple we still have quite a lot to go through. We are slowly dialing back some of the more excessive power creep while keeping a mix of mostly positive feeling changes as well, in order to pull back the top end of power while raising up the lower end as well over time.
Tower Balance
Dart Monkey

Spike-o-pult’s piercing power in the extreme conditions is too cost effective compared to the Juggernaut so we’re tweaking these slightly to keep Juggernaut as a proper upgrade in Races. Crossbow Master is shuffling around to a higher damage point that should work more effectively with top path’s pierce
  • 3xx Spike-o-pult pierce decreased from 22 > 18
  • 4xx Juggernaut pierce increased from 50 > 60
  • xx5 Crossbow Master attack cooldown increased from 0.16 > 0.24
  • xx5 Crossbow Master damage increased from 6 > 8
  • xx5 Crossbow Master crit damage increased from 50 > 80
  • 105 Crossbow Master pierce increased from 14 > 16
  • 205 Crossbow Master pierce increased from 21 > 24
Boomerang Monkey

The MOAB Press top crosspath is the ‘better’ crosspath for most cases due to having more than double the pierce as well as a stronger knockback amount on a tower that most effectively uses high pierce, as this is one of the better support towers in the game we are reducing that superior crosspath without nerfing the lesser one to even this more.
  • 104 MOAB Press crosspath pierce benefit reduced from 100 > 60
  • 204 MOAB Press crosspath pierce benefit reduced from 220 > 120
  • Carries up to higher tiers
Bomb Shooter

Base bomb price is now also lowering to allow more starting combinations to utilize it, this reduced price is moving up only into MOAB Assassin. MOAB Eliminator has solidified itself quite a strong position so price is increasing here, however as it still appears lacking Bomb Blitz which still is swapping with that cheaper price point. For a crosspathing trial we’re removing the limits on Frags buffability & also giving more of a range boost to Extra Range.
  • Bomb Shooter price reduced from $525 > 375
  • 1xx Bigger Bombs price reduced from $350 > 250
  • 3xx Really Big Bombs pierce increased from 60 > 80
  • x4x MOAB Assassin price increased from $3100 > 3350
  • x5x MOAB Eliminator price increased from $25,500 > $28,000
  • xx1 Extra Range bonus range increased from 7 > 12
  • xx2 Frag Bombs damage is now uncapped
  • xx2 Frag Bombs pierce is now uncapped
  • xx5 Bomb Blitz price reduced from $28,000 > $25,500
Tack Shooter

For a tower that functions best close-up anyway increasing range has questionable viability, Tack Shooter’s middle crosspath has always struggled due to this so we’ve decided to try out a more considerable pierce increase.
  • x2x Super Range Tacks now increases pierce by 1 > 3
  • x3x Blade Shooter pierce unchanged
  • 420 Ring of Fire pierce unchanged
Ice Monkey

Adding a lesser MOAB-Benefit to Icicles, leading into the stronger T5 Anti-MOAB capability
  • xx4 Icicles deals bonus damage to MOABs +8
Glue Gunner

Majority of Glue Gunner projectile eject points have been moved around to improve accuracy of their attacks. As the 20s active window for Glue Storm was a very important breakpoint for it to hit in the higher rounds; we've restored this duration but instead increased the ability cooldown by a larger amount as more gameplay strategy and synergies can be used to counter long durations. Small price increase for Relentless Glue as it’s just actually good now lol.
  • Glue Gunner projectile eject points moved for most upgrades
  • x5x Glue Storm ability duration increased from 15 > 20s
  • x5x Glue Storm ability cooldown increased from 30 > 40s
  • xx4 Relentless Glue price increased from $3400 > $4000
Sniper Monkey

Geraldo was the main power carry for Bouncing Bullet so performance has continued to drop with Geraldo synergies being less powerful now, but the save-up window from shrapnel into bouncing bullet has always been an annoying one so we’re happy to lower the price further to make this easier. Supply Drop’s crate value is staying matched to the total cost of the upgrade so it benefits from this small price buff as well.
  • x3x Bouncing Bullet price reduced from $2400 > $2100
  • x4x Supply Drop cash per crate reduced from $1200 > $1100
Monkey Sub

Given the long cooldown we want it to feel impactful in freeplay for longer, so all of the Nautic Siege Core’s ability boss damage is being converted to basic damage & bonuses to MOAB.
  • Sub Paragon ability explosion damage increased 50,000 > 60,000
  • Sub Paragon ability explosion boss damage reduced 10,000 > 0
  • Sub Paragon ability aftershock damage increased 10,000 > 15,000
  • Sub Paragon ability aftershock boss damage reduced 5000 > 0
  • Sub Paragon ability fallout damage to MOABs increased 60 > 90
  • Sub Paragon ability fallout boss damage reduced 30 > 0
Monkey Buccaneer

Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.
  • 4xx Aircraft carrier price increased from $6900 > $8000
  • x3x Cannonship grape damage increased from 2 > 3
  • x3x Cannonship cannonball damage increased from 1 > 2
  • x4x Monkey Pirates grape damage increased from 3 > 5
  • x4x Monkey Pirates ability cooldown reduced from 50 > 45s
  • x5x Pirate Lord ability number of hooks increased from 3 > 6
  • x5x Pirate Lord ability hooks required for ZOMG increased from 2 > 3
Monkey Ace

Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.
  • Carpet Bomb cooldown increased from 50 > 60s
  • Carpet Bomb regular damage increased from 20,000 > 30,000
  • Carpet Bomb bonus damage to bosses reduced from 20,000 > 0
Heli Pilot

Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched. Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.
  • x4x Support Chinook lives crate collection radius from 100 > 50
  • x5x Special Poperations, Redeploy ability cooldown reduced from 45 > 15s
Mortar Monkey

We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.
  • x4x Artillery Battery price increased from $5,900 > $6500
  • x5x Pop and Awe price increased from $32,000 > 38,000
Dartling Gunner

402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with. Faster Swivel while a nice quality of life doesn’t add any power so also ends up difficult to justify on its own, we don’t expect this will change that too much but even faster swiveling should be much nicer for when you do desperately need that accuracy.
  • 402 Plasma Accelerator pierce increased from 75 > 150
  • xx1 Faster Swivel turn rate increased from 360 > 440
Super Monkey

Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade.
  • x3x Robo Monkey pierce reduced from 6 > 5
  • Carries up to higher tiers
Alchemist

Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily.
  • 5xx Permanent Brew price reduced from $60000 > $48000
  • 5xx Permanent Brew range reduced from 65 > 45
Druid

Druid of the Storm’s base pierce is being reduced to put it more in line with other group Bloon stalling supports, however at T5 MOAB-Class pierce penalties are being reduced and damage increased to reduce how much it slows down the game when purchased. Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
  • 3xx Druid of the Storm pierce reduced from 30 > 24
  • 5xx Superstorm ‘Super Storm’ BFB pierce penalty reduced from 19 > 14
  • 5xx Superstorm ‘Super Storm’ ZOMG pierce penalty reduced from 49 > 44
  • 5xx Superstorm ‘Super Storm’ damage increased from 12 > 120
  • x3x Druid of the Jungle vine attack now has a rate of 2.6s
Spike Factory

Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path. As Spike Storm stands out even moreso than the other paths it is the only one seeing an additional price increase ontop of this.
  • x2x Even Faster Production rate bonus reduced from 30% > 25%
  • x4x Spike Storm price increased from $5000 > $6000
Beast Handler

Now that the many T1-3 upgrade price changes are settling we’re looking at the next tier up. It does feel deserving of a fairly high level of power compared to other dps towers however the T-rex currently offers too much for the cost so its damage is decreasing. Condor’s value spiked quite high after being hit by buffs at the same time as big buffs to Golden Eagle so its price is being appropriately adjusted upwards, however the total pierce cost for grabbing DDTs is also being halved as previously the pierce penalty it had against DDTs was being shared with the ZOMG cost and was unintentionally nerfed along with that change.
  • x4x Tyrannosaurus Rex damage reduced from 30 > 26
  • x4x Tyrannosaurus Rex damage range reduced from 60 > 52
  • xx4 Giant Condor price increased from $7800 > $9000
  • xx4 Giant Condor Ceramic pierce penalty increased from 0 > 1
  • xx4 Giant Condor DDT pierce penalty reduced from 59 > 29
Hero Balance
Obyn Greenfoot

As Druid of the Storm’s own unbuffed power has jumped up so much now we don’t feel that Obyn needs to grant quite so high a buff to it anymore so this is being reduced.
  • Lv9 Tornado attack cooldown buff reduced from 30% > 25%
Captain Churchill

Churchill has propped another pillow ontop of their booster seat and is ready to do some serious damage. We felt the speed of the main cannon attack didn’t fit well for ‘a literal tank’, so main cannon damage is going up at all levels at the cost of attack speed. However even though the dps mostly averages out to something similar, this does make him more effective at utilizing his pierce and with the slower main attack the machine gun more properly performs its job of catching the faster Bloons in that downtime, so its damage is being buffed at all levels to be more helpful at this.
  • Lv1 Cannon damage increased from 1 > 3
  • Lv7 Cannon damage increased from 2 > 6
  • Lv12 Cannon damage increased from 3 > 9
  • Lv14 Cannon damage increased from 4 > 12
  • Lv15 Cannon fortified damage bonus increased from 1 > 3
  • Lv18 Cannon damage increased from 5 > 15
  • Lv1 Cannon attack delay increased from 0.7 > 1.8
  • Lv8 Cannon attack delay increased from 0.5 > 1.5
  • Lv16 Cannon attack delay increased from 0.3 > 0.9
  • Lv3 Armour Piercing Shells ability bonus to MOAB and Ceramic increased from 3 > 9
  • Lv13 Armour Piercing Shells bonus to MOAB and Ceramic increased from 7 > 21
  • Lv17 Armour Piercing Shells bonus to MOAB and Ceramic increased from 11 > 33
  • Lv13 Armour Piercing Shells flat bonus damage increased from 1 > 3
  • Lv17 Armour Piercing Shells flat bonus damage increased from 2 > 6
  • Lv7 machine-gun damage increased from 1 > 2
  • Lv12 machine-gun damage increased from 1 > 3
  • Lv14 machine-gun damage increased from 2 > 4
  • Lv18 machine-gun damage increased from 2 > 5
Adora

With hero power creeping up for a while now, Adora has been sitting ahead of most all other heroes due to her high level 20 potential so this max level power is being cut back
  • Lv20 Ball of Light duration reduced from 20 > 15s
Sauda

Yea we see what everybody has been doing… Sauda having such a huge MOAB-Class bonus right from lv3 was silly, and this has been lowered
  • Lv3 Leaping Sword bonus damage to MOAB reduced 80 > 60
  • Carries up through higher tiers
Psi

To give Psi’s Lv10 more breathing room we’ve moved some of the max blowback distance down into the minimum so it stays the same on average, but now with more time before the first Bloons start to get back to the track and reach your defense again.
  • Lv10 Psionic Scream knockback minimum increased from 50 > 100
  • Lv10 Psionic Scream knockback maximum decreased from 300 > 250
Geraldo

Geraldo has pushed the heroes up into a whole new level of power, and tales are being sung of his ability to dodge nerfs blindfolded, but we are cracking down on some of his interactions with a little bit of QoL consistency being added back in the case of creepy idol.
  • Lv1 Creepy Idol max stock increased from 2 > 4
  • Lv1 Creepy Idol rounds duration reduced from 4 > 2
  • Lv1 Creepy Idol rounds replenish interval reduced from 4 > 3
  • Lv3 Camo Potion Duration reduced from 10 > 5
  • Lv14 Camo Potion Duration reduced from 15 > 10
  • Lv4 Tube of Amaz-o-glue stock replenish interval increased from 3 > 4
  • Lv6 Worn Hero Cape price increased from $1500 > $1750
  • Lv13 Shooty Turret damage reduced from 6 > 5
  • Level 18 Genie Bottle bonus moab damage reduced from 5 > 0
Corvus

Corvus has taken some time off over the last update and his studies have now paid off! Corvus now has a greatly reduced time taken to reach max level, and his Spiritual Attunement buff has improved to grant much more power when he is not spending mana.
  • XP level up requirements lowered to match Ezili’s medium curve
  • Lv11 Spiritual Attunement maximum buff increased from 1.8x > 2.5x
Rosalia

We’re not jumping on any immediate changes that are too large for our latest hero, however we did want to include some quality of life tweaks & grenade damage to ceramics is increasing across the board as players noted few reasons to pick it over lasers, Aircraft efficiency’s benefit is increasing, and Scatter Missiles cooldown is being reduced so that it can meet some more common breakpoints.
  • Lv2 Grenade now deals bonus to Ceramic +1
  • Lv15 main grenade bonus to ceramic increased from 4 > 5
  • Lv15 grenade subclusters bonus to ceramic increased from 2 > 3
  • Lv3 Scatter Missile cooldown reduced from 60 > 45s
  • Lv16 Scatter Missile cooldown reduced from 45 > 30s
  • Lv6 Aircraft Efficiency price reduction increased from 5% > 10%
  • Lv10 Kinetic Charge deploy time reduced from 2 > 1s
  • Lv10 Kinetic Charge flight speed increased from 250 > 350
Event / Boss / Relic / Knowledge

Cross the Streams is a fun mechanic but largely forgotten about, so we want to see how it plays with more of a power bump.
  • Cross the Streams MK pierce increased from 5 > 8
  • Cross the Streams MK damage increased from 1 > 3
Easter Eggs

It’s important to us that map specific easter eggs aren’t an optimal primary dps carry, especially before they have become public knowledge as this would feel very unfair for events, since if the best way to win is built into the map that would likely become considered the ‘only’ real way to play that map. But now that these are relatively public knowledge and given the ‘entry cost’ is so high we have decided to improve upon these ones. If you didn’t know these existed, seek ye!

Dark Dungeons

Statue’s Ball
  • Price considerably reduced
Encrypted

Spooky aftermath
  • Quite a lot more powerful
Looking Backward

We often talk about what’s coming next, but we consistently look at what Ninja Kiwi has done in the past. There’s more backstory to Mermonkey than we could share in the topline notes, so for those of you who read to the end, this is for you.
  • The ‘Mermonkey’ name has been brought up over and over by different players over the years, and the community had already voted u/Cyliia’s Mermonkey banner into the game, so we knew there was energy around this idea!
  • Design-wise, we have no interest in adding a new tower that only borrows or reskins functionality. We always want to try big ideas and push the limits of our systems and strategies. That said, while Beast Handler had a complex design and we are happy with what we managed to ship with, it’s hard to ignore the challenging functionality and ‘out of place’ comments voiced by some players.
  • Mermonkey attempts to strike a balance between new and familiar. We’re sticking to our guns, avoiding that generic reskin feeling and having each path with strong potential to add interaction and strategic depth to the game in its own way, but we also feel that we have learned a lesson from our Beast Handler experiences and have created something new that fits well with existing gameplay and where we want it to go.
  • Given how many players have weighed in on how a Mermonkey could work, it was especially challenging to make a design live up to those ideas yet still feel special and surprising. We hope you find that Mermonkey freshens up gameplay in several fun ways, both by itself and in combos with other Monkeys!
Looking Forward

We’re well past the half-way mark for 2024 and feeling good about delivering the things we wanted to by this point, including getting an entire new Monkey Tower across the line on schedule and about our planning for the rest of the year. We continue to balance awesome new content alongside creativity systems that expand players’ ability to build their own gameplay, share it with the community, and share revenue through Accolades. Part of the good feels is that we’ve been able to do this work while keeping the team energy positive, being update-focused but avoiding crunch, and keeping the company stable when industry news is full of studio layoffs and closures. So please read these notes as a mid-year sincere thank you to all of our amazingly supportive players, community members, content creators, and player creators. We hope you love update 44 and are excited for what’s ahead.
  • Update 45
    • Blastapopoulos returns! Expect this Boss to have abilities you might recall from Bloons Monkey City but with a massive set of BTD6 upgrades that will challenge tower selection and placement in entirely new ways. Goal is to have Blastie enabled for Boss Rush Events, too!
    • Game Editor: we’ve been working on this since Update 42, and while it is a mountain of work, we are still pushing to have the first slice of tools releasing in 45.0. We’re starting with tools focused on classic arcade play, and we already have proof of concept versions of Bloons Super Monkey and Floaty Bloon working. Fundamental game object refactoring underpins this single player-character gameplay and opens up a crazy variety of player control, setting the stage for further expansion.
    • Store Changes: we haven’t updated the Store since launch, and the longer list of items is getting confusing, especially for new players. We’ll categorize items, surface new offerings more prominently, and unwrap purchases with a bit more flair.
  • Update 46
    • Tack Shooter Paragon! We’ve always known there’s a Monkey inside each one, and now we’ll all get to see what the Paragon-in-a-can can do!
    • Legends - this is our answer to player questions and business questions around BTD7. We’re not ready to build BTD7 as we see incredible technical and creative potential inside BTD6 without disrupting our awesome community. With Legends, our plan is to build challenging new content that’s worthy of being in a new game and offer it inside BTD6 for a reasonable price. PC and console players will recognize that these are DLCs (downloadable content), which are standard ways to expand content on those platforms, so we are bringing this approach across to mobile as well. Overall we’ll continue to focus updates on a huge variety of content that players get at no additional cost, but we do need to keep IAPs and DLCs coming into the game to support all of our development. Hopefully tempting, this first Legends will be a BTD rogue-lite adventure.
  • PlayStation - you heard it here first: PlayStation is now live as a PS4 game (fully playable on PS5)! Huge screen BTD, streamlined controller mapping, new co-op screens, and 4 player couch coop is now ready for you. Grab some friends and play!
  • Console Overall
    • PlayStation content is at parity with Xbox for cross-play, (update 32) but we already have an update well in motion! Our first console priority continues to be this content update - adding more recent maps, Heroes & skins, and other content that doesn’t require bespoke controller mapping.
    • We can’t reasonably expect Switch to ship this year because of the delays on PlayStation but we will begin work on it following the console content update.
  • Next Year - stay tuned for the Update 46 notes when we’ll share some of our plans for 2025!

Plushie TimeWarp! + Dart Monkey and Jumbo MOAB 2.0

Have you missed out on a Plushie or two? Now's your chance to get a Bloons TD 6 Plush from a previous campaign.

We've also got two updated Plushies. Second Edition versions of the classic Dart Monkey and the formidable yet friendly Jumbo MOAB.

Click the image below to go to the Makeship site!


Druid, Fortified Camo Regrow Red Bloon, and Pat Jumbo Plush - Available Now!

Our latest collaboration with Makeship has arrived!

A Red Regrow Camo Fortified Bloon. Not particularly dangerous but at least it's got heart!

A happy Druid. So much potential, so much relax.

And a Pat Jumbo Plush. How else would we accurately depict the biggest monkey around?

These are only available for a limited time so order now to avoid disappointment!