Bloons TD 6 - Update Notes! Version 36.0

Bloons TD 6

The Bloons are back and better than ever! Get ready for a massive 3D tower defense game designed to give you hours and hours of the best strategy gaming available.

[h1]Bloons TD 6 v36.0 - Update Notes![/h1] The update button has been pressed! These updates can take some time to be rolled out to every region due to how the storefronts are set up. Please restart your storefront or be patient if it does not appear for you right away. While you wait, you can check out the update video here: [url=https://youtu.be/_Nq4f9n2vdU]update video here.[/url] [previewyoutube=_Nq4f9n2vdU;full]https://youtu.be/_Nq4f9n2vdU]https://youtu.be/zWyCqR1juZA[/previewyoutube] [h1]Key New Features[/h1][list][*]New Tower - [b]The Beast Handler[/b][list][*]chomp, rawr, kakaw![/*][*]So much to say about this tower, but mainly we so hope you enjoy it![/*][*]The first never before seen tower to join the BTD universe since the Druid and Alchemist at launch almost 5 years ago.[/*][*]This tower plays and gains power in a completely unique way, and there are intentional tradeoffs along the way - you need to choose the right time to Merge beasts or just like any other tower whether more separate and lower-power beasts are situationally better.[/*][*]This is a Support class tower, so seeing how it works with your favorite builds is part of the fun.[/*][*]BTW making cool-looking giant beasts pop Bloons has been pretty awesome, even though it took us twice as long as expected. Thanks for your patience!!![/*][/list][/*][*]Quests! Quests are self-contained challenges with their own special rules, difficulty, and unlock requirements. Patch joins the main menu and acts as the entry point for the Quest system. The intent along with fun gameplay is to sprinkle more story into the game, teaching certain strategies, introducing game modes, trying out items before unlocking them, as well as being a place for us to experiment with new mechanics. Did someone say special missions? No we didn’t say that for 36, but definitely downstream.[/*][*]With the launch of the Quests system we have 3 beginner Quests aimed towards newer players. In future updates we will expand this with mid-rank, high rank, and expert level Quests that will introduce higher level ideas and challenges.[list][*]Beast Handler Quest - The Dartling Gunner unlocks via a basic pop target objective, but this was a simple system and had nothing to do with the tower itself. To unlock the Beast Handler with this update, rank 40+ players will take on a short adventure using the lower tiers of this tower.[/*][*]Race Introduction - When Races unlock at rank 20, they can be quite an intimidating system to start learning. Now rank 20+ players will be able to access their first persistent race, available from the Quest menu. This is a short introduction aimed at new players, or players new to Races. More challenging Race Quests will be added in the future.[/*][*]Quincy’s Trial - All players start the game with Quincy available, and now from the Quest menu or from Quincy's profile on the Hero menu players will be able to engage in a short mission showcasing his strengths[/*][/list][/*][/list][h1]New Awesome[/h1][list][*]New Map - Polyphemus[list][*]No, Lotus Island was never going to be the only stop on that epic journey[/*][*]Your next adventure is Polyphemus, whose one great eye closes over any towers in its site. Never fear, unlike Monkdyseus, your crew is not dead, just out of play until you can open the eye again.[/*][*]Another one made with challenges in mind, and yes, we’ll look for other uses for this mechanic in the future.[/*][/list][/*][*]New Achievements - a simple intro to quests with: Side Quest, World League Training[/*][*]New Trophy Store Items[list][*]Monkeys: Tack Shooter Hedgehog pet[/*][*]Bloons: Lobster BFB skin[/*][*]Game & UI: Avatar73 - Necromancer, Avatar74 - Darts, Avatar75 - Gravelord Lych, Avatar76 - Sun Hat Adora[/*][/list][/*][*]Competition Winning items[list][*]Banner29 - community banner by ratcrunch - Avatar of Darkness[/*][/list][/*][*]Limited Time only[list][*]Alchemist Flower splash projectiles, Banner29 - Blossom Temple[/*][/list][/*][*]New CT Team Store items[list][*]Base Props: Dino Spring Egg, Cake Baker Monkey[/*][*]Icons: Overclocked Icon, Choc Bunny icon[/*][*]Frames: Bloon From The Dead frame, Flower Burst frame[/*][/list][/*][/list][h1]Game Changes / Additions[/h1][list][*]Reworked towers with secondary attack target options to use a smaller icon for this target that is no longer linked to the target priority display. We apologize to the players who were comfortable with the “buttonized” target priorities, but many players were confused by that implementation, so we’re hoping this is a better, clearer UI for all.[/*][/list][h1]Bug Fixes & General Changes[/h1][list][*]Resolved an issue with damage bonuses to ‘stunned targets’ where the bonus was not always being applied correctly to targets that were stunned again before their previous stun expired[/*][*]Resolved a number of cases of UI not fitting correctly in some resolutions[/*][*]Resolved a softlock that could occur canceling request to join a team and reapplying to the same team[/*][*]Resolved an issue that could prevent some Teams from appearing when searched[/*][*]Resolved sparkle effect not playing on Instamonkey Black borders when viewed through the in game Powers menu[/*][*]Resolved an issue that could prevent players from accepting an invite to a team [/*][*]Resolved some issues with some textures loading with low resolutions[/*][*]Made a number of corrections to tower descriptions[/*][*]Resolved an issue with placement behind the water tower on Middle of the Road[/*][*]Resolved an issue where certain pets could move under raised terrain and become hidden[/*][*]Resolved a game crash that could occur when you select a tower and then quickly perform a tap-hold-drag action.[/*][*]Resolved an issue with UI breaking after attempting to create a team without enough monkey money[/*][*]Resolved an issue that could prevent paragons from sacrificing their T5 towers[/*][*]Added some tap feedback to buttons which did not give feedback[/*][*]Added an audio prompt when players join co-op lobbies[/*][*]A number of localization fixes[/*][/list][h1]Event bug fixes[/h1][list][*]Resolved an issue with Boss Checkpoints not being offered if taking 20 rounds to lose to a boss[/*][*]Resolved an issue with Boss co-op lobbies not respecting main boss menu ranked checkbox option[/*][*]Resolved an issue that could allow guest accounts to load into co-op event lobbies[/*][*]Resolved an issue with Bosses scaling their health both from Boss & MOAB multipliers[/*][*]Added Retry Last Round functionality to co-op Boss events[/*][*]Resolved a number of Boss HP scaling inconsistencies[/*][*]Resolved an issue where T5 bosses would defeat the player earlier than intended[/*][*]Corrected the format of CT Time Attack score display[/*][*]Resolved an issue that could prevent claiming prime gaming rewards[/*][*]Resolved an issue where CT Team tickets may not refresh as often as they should[/*][*]Resolved an issue with Odyssey extreme overlay being cropped on wide devices[/*][*]Banned accounts will now restore their captured CT tiles to the previous owner[/*][/list][h1]Tower Specific Fixes[/h1] Tack Shooter [list][*]5xx Inferno Ring targeting priority inconsistency resolved[/*][/list] Glue Gunner [list][*]5xx Bloon Solver no longer incorrectly applies a pink asset below the green one[/*][/list] Heli Pilot [list][*]Resolved a crash that could occur ¯\_(ツ)_/¯[/*][/list] Super Monkey [list][*]050 The Anti-Bloon projectile color for main plasma attack corrected[/*][/list][h1]Hero Specific Fixes[/h1] Ezili [list][*]Resolved incorrect portrait levels for Galaxili[/*][/list] Pat Fusty [list][*]Resolved an issue with Pat’s height not being set correctly after chinook movement[/*][/list] Admiral Brickell [list][*]Resolved incorrect portrait levels for Dread Pirate Brickell[/*][/list][h1]Platform Specific fixes[/h1][list][*]Android: Resolved an issue with slow first time map navigation performance[/*][/list][h1]Balance Changes[/h1] [b]Dart Monkey[/b] Current Sharp Shooter niches appear to struggle with some tight placement due to their high range opening up a ranged niche but being extremely tight on that range, given this is actually 'the range path' it feels fair to help this with a little further increased range. [list][*]xx4 Sharpshooter range increased 56 -> 60 (+25% over xx2)[/*][*]xx5 Crossbow Master range increased 76 -> 80 (+33% over T4)[/*][*]xx5 Crossbow Master price reduced from $23500 > 21500[/*][/list] [b]Boomerang Monkey[/b] Boomerang’s Ricochet buildup into T4 feels rough compared to many other options that exist nowadays, ignoring obstacles worked out as a strong fix for the T4 so we want to bring that down to the T3 as well along with some other general tweaks to bridge this gap. Glaive lord is too expensive for so low a single target tower so this is going down. We wanted to include a take on the Boomerang paragon’s range buff improving so much to apply to other primaries along with the buff synergy in the last update, but time didn’t quite allow for it. [list][*]3xx Glaive Ricochet now ignores obstacles[/*][*]3xx Glaive Ricochet price reduced from $1300 > 1200[/*][*]3xx Glaive Ricochet pierce increased from 50 > 60 (4xx same)[/*][*]3xx Glaive Ricochet jump distance increased from 62.5 > 90[/*][*]4xx MOAR Glaives jump distance reduced from 187.5 > 180[/*][*]5xx Glaive Lord price reduced from $32400 > 29400[/*][*]Boomerang Paragon grants *0.9 rate to other primary towers including paragons[/*][/list] [b]Tack Shooter[/b] Tack Shooter lacks any significant crosspathing choice due to the overwhelmingly large rate increase from top path making it almost always too good an option, we are reducing this crosspath rate benefit but moving that amount back up to the T3. [list][*]2xx Even Faster Shooting attack cooldown bonus 40% > 25%[/*][*]3xx Hot Shots gains attack cooldown bonus 20% (0.63 rate)[/*][/list] [b]Ice Monkey[/b] Arctic wind felt extremely overbuffed with the slowing field going from 40 to 50%, but we like seeing the use on it go up so we want to meet halfway on that & keep the higher slow at T5. While we like the added pierce value on x2x crosspathing, the drop of pierce on xx3 feels too large now on a tower that already had quite good crosspath balance, so we want to try out removing the pierce downgrade entirely here. [list][*]x3x Arctic Wind slow area 60% > 50%[/*][*]x5x Absolute Zero remains at 60%[/*][*]xx3 Icicles pierce increased from 20 > 30 (just the same as base ice)[/*][/list] [b]Glue Gunner[/b] Our Glue rework last update wasn't quite ready soon enough to go through in depth balancing of how the new mechanics felt before release, but we still wanted to just get them out and see what people thought anyway, so this is mostly just a bit of catch up on that with fixes to crosspathing value. [list][*]4xx Bloon Liquifier rate 1 > 0.75 (T5 unchanged)[/*][*]5xx Bloon Solver glue puddles duration increased from 5 > 7.7[/*][*]502 Bloon Solver glue puddles duration increased from 5 > 16.8[/*][*]5xx Bloon Solver glue puddles pierce increased from 1 > 3[/*][*]510 Bloon Solver glue puddles pierce increased from 1 > 4[/*][*]5xx Bloon Solver puddles no longer filter out glued targets[/*][*]xx4 Relentless Glue on-pop stun pierce increased from 3 > 6[/*][*]014 Relentless Glue on-pop stun pierce increased from 3 > 7[/*][*]024 Relentless Glue on-pop stun pierce increased from 3 > 9[/*][*]xx4 Relentless Glue on-pop stun duration increased from 0.5 > 1[/*][/list] [b]Sniper Monkey[/b] Sniper is feeling really good, but Elite Defender gaining further increased MOAB Damage locked behind the 205 crosspath feels unnecessary now given how much current crosspath balance has started leaning towards favoring 205 anyway. [list][*]xx5 Elite Defender MOAB Damage increased from 2 > 4[/*][*]105 Elite Defender no longer increases MOAB Damage 1 > 0[/*][*]205 Elite Defender no longer increases MOAB Damage 1 > 0[/*][/list] [b]Monkey Buccaneer[/b] We wanted to do a little general lower tier balancing of costs, as things work a bit better at higher tiers but on the lower end with T1-2 upgrades cost for power doesn’t compare well. We’ve realized that the 130 crosspath just hasn’t even been working for cannons, so we wanted to correct this so that people get all that they pay for with that crosspath, however middle path buccaneer at higher tiers has been overperforming significantly so in addition to this attack speed buff we have also balanced back out that difference in the opposite direction with a damage reduction. [list][*]1xx Faster Shooting price reduced $350 > 275[/*][*]2xx Double Shot price reduced $550 > 425[/*][*]xx1 Long Range price increased from $180 > 200[/*][*]xx2 Crow's Nest price reduced from $400 > 350[/*][*]x2x Hot Shot burn DoT damage increased from 1 > 2[/*][*]130 Cannon Ship now reduces attack cooldown of the cannon[/*][*]x4x Monkey Pirates cannonball bonus to MOABs 6 -> 3[/*][*]x5x Pirate Lord cannon-ball damage decreased 5 > 3[/*][*]x5x Pirate Lord cannon-ball MOAB bonus decreased 10 > 6[/*][*]x5x Pirate Lord cannon frags damage decreased 10 > 6[/*][*]x5x Pirate Lord cannon frags MOAB bonus decreased 5 > 4[/*][/list] [b]Heli Pilot[/b] For how powerful downdraft is in comparison to other blowback effects, it didn’t feel right that it wasn’t blowing off status effects as should be normal there. Redeploy feels like it has no business having so long a cooldown, maybe it could see more realistic use cases for this main mechanic if it was able to be utilized more frequently. [list][*]x3x Downdraft can now remove ice & glue mutators from blown Bloons[/*][*]x4x Heli redeploy ability cooldown reduced from 60 > 45s[/*][/list] [b]Wizard Monkey[/b] Dragon’s Breath will still be great, just a little less excessively so [list][*]x3x Dragons Breath attack rate 0.1 > 0.125[/*][*]x3x Dragon's Breath ceramic damage bonus 1 > 0[/*][/list] [b]Super Monkey[/b] Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs [list][*]xx4 Dark Champion projectiles bounce (like quincy) 0.1s delay[/*][*]xx4 Dark Champion cost 60k > 55,555[/*][*]xx4 Dark Champion camo bonus increased 1 > 2[/*][*]xx5 Legend of the Night camo bonus increased 1 > 4[/*][*]xx5 Legend of the Night moab bonus increased 8 > 13[/*][/list] [b]Ninja Monkey[/b] Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. Ninja currently appears to be the least competitive paragon, & as it is also very similar in cost to the Navarch we feel that lowering Ninja into its own price range will fill a bit of a cost-gap and increase the effective value it has for the cost. [list][*]502 Caltrops pierce increased from 5 > 6[/*][*]xx2 Caltrops lifespan reduced from 70 > 35[/*][*]xx5 Master Bomber's Caltrops damage increased 1 > 5[/*][*]xx5 Master Bomber's Caltrops gain ceramic bonus +5[/*][*]Ninja Paragon cost reduced from $600k > 500k[/*][/list] [b]Druid[/b] Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options [list][*]x3x Druid of the Jungle price increased from $950 > 1050[/*][*]x4x Jungle's Bounty price reduced from $5000 > 4900[/*][*]x4x Jungle’s bounty ability base $240 -> $320[/*][/list] [b]Spike Factory[/b] Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. Permaspike, while admittedly not often utilized to its max potential, has sat in a dominant high end position for a long time so we are shifting it away from such high pierce into more damage per pierce. [list][*]3xx Spike Factory pierce reduced from 14 > 12[/*][*]xx5 Permaspike pierce reduced 50 > 25[/*][*]105 Permaspike pierce reduced 90 > 45[/*][*]xx5 Permaspike damage increased 10 > 15[/*][/list] [b]Monkey Village[/b] Last update included a change to the x2x Banana Farm which allowed Banks to finally receive external cash production buffs (previously none of these applied to bank path). This didn’t affect base level unbuffed farm balance, but some players noticed slight reductions in how effective buffs were when applied to other farms (320 and 023 crosspaths) due to this change, overall we’re positive about what the change means but to push back past that nerf to endgame farm synergy we balanced it out with a stronger synergy buff from villages [list][*]xx4 village buff to cash producers increased from 15% > 20%[/*][/list] [b]Engineer[/b] XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats [list][*]024 Bloontrap de-fortifies anything that it consumes[/*][*]005 Bloontrap deploy rate reduced from *2.8 > 5.8[/*][*]205 'should now work' and actually make Bloontrap’s cooldown faster[/*][/list] [b]Adora[/b] Adora skyrocketed in value with her fortification changes and this has been great, but the initial fort bonus she gains doesn't feel like it needs to immediately start at +2 given her base damage of only 1 [list][*]Lv9 Adora bonus damage to fortified Bloons reduced from 2 > 1[/*][/list] [b]Geraldo[/b] Geraldo has a lot of items that are still undervalued compared to others while Pickles appears to stand far above the rest as the downside for the power increase isn’t quite enough. We’re pulling more of these lower & higher items closer in to the middle [list][*]Lv1 Pickle rate reduction increased from 1.25 > 1.33[/*][*]Lv1 Stack of Nails rounds to replenish 5 > 1[/*][*]Lv1 Stack of Nails amount replenished 2 > 1[/*][*]Lv16 Stack of Nails pierce increased 14 > 24[/*][*]Lv16 Stack of Nails damage type Sharp > normal[/*][*]Lv9 Fertilizer duration reduced from 5 > 4 rounds[/*][*]Lv10 Rabbit pierce increased from 10 > 15[/*][*]Lv10 Rabbit max damage boosts increased 30 > 40[/*][*]Lv10 Rabbit boost threshold requirement reduced 3000 > 2,250[/*][*]Lv17 Tube of Amaz-o-Glue MOAB class extra pierce taken reduced MOAB 9 > 4, DDT 19 > 9, BFB 19 > 9, ZOMG 49 > 24[/*][/list] [b]Dark Dungeons[/b] The Spike Traps on Dark Dungeons weren’t intended to have a stun element and having this has scaled them through the game more effectively than intended, this has caused some balance implications so we are reducing the duration of the stun significantly. We also wanted to try out a few tweaks to the secret statue, allowing v2 to 1shot super ceramics, and v3 to 1shot fortified super ceramics along with a slight projectile speed increase on each upgrade. [list][*]Spike Traps stun lifespan reduced 6 > 1[/*][*]Dungeon Statue ball v2 projectile speed 24 > 30[/*][*]Dungeon Statue ball v2 damage 50 > 100[/*][*]Dungeon Statue ball v2 moab bonus 200 > 150[/*][*]Dungeon Statue ball v2 cost $150,000 > 100,000[/*][*]Dungeon Statue ball v3 projectile speed 24 > 36[/*][*]Dungeon Statue ball v2 damage 100 > 150[/*][*]Dungeon Statue ball v3 moab bonus 400 > 350[/*][*]Dungeon Statue ball v3 cost $300,000 > 200,000[/*][/list]