Bloons TD 6 - Tarn

Key New Features
  • Massive new Event system - Contested Territories!
    • We set out to make this big, inspired by Bloons Monkey City’s instanced six player, single challenge framework but pushing it to be truly next level for BTD6. Big was an understatement - we’ve made a whole new game inside the game!
    • Now with 90 players per instance across six player-selected Teams (see below), Contested Territories combines a massive map of 150+ unique PvE challenge-based tiles with the PvP competition of vying for the best score
    • With a range of difficulties that increase across Regular, Relic, and Banner tiles, the intent is to allow all player levels and styles to participate. Less experienced players can concentrate on Regular tiles, while more competitive players can duke it out over Relic and Banner tiles. Regular tiles give balanced rewards, Relic tiles give more Team Trophies and Relic Knowledge, and Banner tiles give the most points for the competitive leaderboards.
    • More details available on our preview reddit post below, as well as the in-event info button: Link
    • We’ve spent extra time polishing and balancing this huge new system, so thank you for your patience! As always: feedback welcome on reddit and Discord.
  • All new player-selected Teams feature!
    • To support Contested Territories and other future features, we’ve added a guilds/clans system called Teams
    • Up to 15 players can join together, manage membership, set tactical targets, unlock CT-specific boosts, and unlock a range of cosmetic items to customize your Team
    • Closely linked with the Friends system to make it easier to invite or join up with in-game Friends
    • Earn Team Trophies from Contested Territory to spice up your Player Teams with cosmetics including Team Banners, Icons & Frames to decorate your team page plus all sorts of 3D items to customize your Team Base Tile
New Awesome
  • New Paragon tower, the Engineer Master Builder
    • Yes, your Sentry Paragon is back! We ultimately chose Master Builder for the name as it represents the range of abilities better and relates more closely to the awesome construction exo suit that the art team had fun designing
    • Deploying 3 powerful activated sentry types that explode on sell and deploy their own sub sentries, the Master Builder maintains its own powerful nail attack that overclocks itself every round
    • Pushing for higher Paragon degrees improves nail gun attacks, activated sentry attacks, and activated sentry explosions on sell
    • Master Builder is very expensive, almost as much as the Ascended Shadow, so farm hard and check the nets if you want methods to practice, like Hbomb’s here: The Fastest Way To FarmOr Ethan Reid’s farming comparison here: This is the Best Banana Farm in BTD6! (11.4% Return)
  • New Intermediate Map, Quarry
    • Digging deep into mother Earth usually leads to trouble, and the same is true in the Monkeyverse! Quarry’s zig zag path may look long, but the Bloons move faster on those downslope water channels. Expect the unexpected!
  • New Hero Skin, Voidora
    • Reaching us from the Great Beyond, Voidora makes playing the Adora Hero powerset an otherworldly experience of sight and sound
  • New Contested Territory Achievements
    • Conquested Territory | Capture 5 tiles off other players
    • Stage of Empires | Capture 50 tiles
    • Territory Sampler | Capture 1 of each: Boss, Time Attack, Least Tiers and Least Cash tiles
  • New Trophy Store Items
    • Heroes: Mountain Obyn - Balfrog Pet
    • Monkeys: Monkey Village - Pride Flag
    • Co-op: Rainbow fullscreen emote, Need More! emote,
    • Game & UI: Avatar 61 - Dart monkey, Avatar 62 - Geraldo, Music Track - Tribes Jaloon Mix
    • Competition winners
      • Banner winner by LordTeddington(OG btd style)
      • Banner winner by tricky999tricky (Druid)
Big Changes / Additions
  • Added a Hero counter to the new Hero Screen as well as a total count to the Achievements Screen for the collectionists
  • Big behind the scenes refactoring to Monkey Knowledge to improve load time & memory, this includes a number of bug fixes and resolutions to some minor quirks in functionality. Current enabled Monkey Knowledge for a save game will now be locked upon creation of that game
  • Behind the scenes refactoring to Hero Skin Data to improve load time & memory
  • Changes to Boss auto-play behavior, if a Boss or its spawn are on screen the game & next round always starts immediately. If a Boss is not on screen then the game does not start automatically, play button is shown, & if you have auto-start toggled off then the game will stop between rounds.
  • Added a new checkpoint at round 20 for boss events
  • Restart functionality added to the pause menu in Race modes
Bug Fixes & General Changes
  • Fixed the bug where v32.0 was not yet released
  • Resolved an issue where some heroes were not adding their category to your profile to display recorded hero stats
  • Setup "Add Friend" buttons to player profiles & some general improvements & fixes to friends online status/notifications
  • Resolved an issue with Lych’s Soul having health and speed ramped up via freeplay scaling after round 80
  • Resolved an issue with Fortified Golden Bloons causing lives to be leaked
  • Resolved Audio slider sounds persisting on loop forever if you really specifically tried to go out of your way to break them
  • Playing challenges from the browser should no longer add attempts to your games played stat
  • Resolved a UI issue that could occur when returning from buying a hero booster from the fullscreen hero page
  • Resolved some minor inconsistent UI font size issues across different screens.
  • Resolved player name not displaying on main menu on first launch of the game on Apple Arcade
  • Removed "i" info button from sub tower's tower portrait panels
  • Resolved Ravine easter egg animation issues on some android devices
  • Resolved incorrect Boss menu UI visuals when viewed from play social menu
  • Resolved Adoras temple map no longer animating on game start
  • Resolved an issue allowing players to open a broken boss menu while no boss event was active
  • Resolved issues where one paragon’s UI could be used to create different paragon
  • Resolved an issue in which some activated abilities upon being sold could block usage of other newly purchased activated abilities
  • Resolved currently selected hero upgrade on the heroes upgrade menu being lost when navigating to a skin UI and returning.
  • Resolved a crash that could occur when logging out of an account
  • Deleted Accounts will no longer appear on your friends list
  • Paragon upgrade audio no longer plays on loading a save with a paragon
  • Resolved some issues with navigating between certain menus causing the background to turn black or blurry
  • Resolved a number of minor crashes
  • Resolved a number of localisation issues
  • Scottish flag is no longer called the New Zealand flag when playing in German
  • Resolved various minor map specific issues
Dart Monkey
  • Optimisations made to dart paragon lightning effects
  • Resolved some inconsistency in Paragon degree results related to the Master Double Cross MK
Glue Gunner
  • Resolved overlays from xx4 relentless glue’s track puddles using green glue assets instead of pink
  • xx5 Super Glue new art assets added for Glue DoT
Monkey Sub
  • x5x Pre-emptive Strike sub passive attack animation should no longer break on crosspath
Monkey Ace
  • xx4 Spectre no longer missing bonus ceramic damage on darts
Dartling Gunner
  • Optimisations made to some dartling lightning effects
  • Resolved some projectile eject marker inconsistencies across Bottom Path
Engineer
  • Resolved some Invalid engineer foam targeting related to height
Gwendolin
  • Resolved an issue with Gwendolin’s Lv3 ability not playing it’s voiceline
  • Resolved the initial hit from Gwendolin’s firestorm not keeping improved value at level 20
Captain Churchill
  • Resolved an issue where upon reaching level 20 Sentai Churchill would play 2 voice lines at once
Admiral Brickell
  • Resolved a voice-line conflict on Admiral Brickell when attempting to place her level 10 Mega Mine, where it would also attempt to play a selection voice line.
Geraldo
  • Resolved placing some items from Geraldo's shop into play, only playing Geraldo's voiceline instead of item placement
  • Resolved Geraldo's Bunny not rotating and getting stuck on rotating platforms
  • Resolved closing Geraldo's shop via the hotkey not adding back the 'button' to open it again
  • When Geraldo reaches level 18 his Genie Bottle description now updates from "Blue Bottle" to Gold.
  • Resolved a crash that could occur when reassigning Geraldo’s action figure in coop
Desktop Version
  • Added GlueRatJam emote to the discord server
Balance Changes
Boomerang Monkey

A small price increase to MOAB Press as combinations of this tower with others slows or spam with more of itself is very strong.
  • xx4 MOAB Press price increased from $2200 -> 2400
Bomb Shooter

Has been a standout tier 3 for long enough, T4 remaining unchanged to still encourage more focussed use over low tier spam.
  • x3x MOAB Mauler bonus MOAB damage 18 -> 15
  • x4x MOAB Assassin damage unchanged
Ice Monkey

Ice monkey Enhanced Freeze is too good at low tiers, allowing full stunlock of ceramics for very cheap, as the fire rate increase alone of this Enhanced Freeze is a powerful addition most of the increased freeze duration has been moved up as it makes more sense to have duration with the currently less desirable T2 Deep Freeze. Permafrost was previously reduced to a lower price than we’d like to try increase desirability of this crosspath, but as the reworks to metal freeze have had more success there in pulling this path ahead we want to add a little back on here. Cryo Cannon has now been overperforming compared to any towers that perform similar roles with either of these crosspaths so is also seeing a general reduction.
  • 010 Enhanced Freeze freeze duration reduced from 2.2 -> 1.75
  • 020 Deep Freeze freeze duration remains at 2.2
  • 1xx Permafrost price increased from $100 -> $150
  • xx3 Cryo Cannon attack delay increased from 1s -> 1.2
  • xx3 Cryo Cannon price increased from $1950 -> 2250
Sniper Monkey

Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce. Maim MOABs grouped stun potential when crosspathed with Shrapnel feels it is overperforming too much so the shrapnel will now have a reduced stun amount compared to the initial target hit
  • x3x Bouncing Bullet shrapnel pierce reduced from 3 -> 2
  • x4x Supply Drop shrapnel pierce reduced from 6 -> 5
  • 420 Maim MOAB's shrapnel stun reduced by about 33% effectiveness
    • MOAB 3s -> 2
    • BFB 1.5s -> 1
    • ZOMG 0.75s -> 0.5
  • 520 Cripple MOAB Shrapnel stun/debuff duration reduced
    • MOAB 7s -> 4.5
    • BFB 6s -> 4
    • ZOMG 3s -> 2
    • DDT 4s -> 2.5
    • BAD 0.75s -> 0.5
Monkey Sub

Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.
  • 3xx Submerge and Support camo pulse pierce reduced to -> 100
  • 310 Submerge and Support camo pulse pierce reduced to -> 120
  • 320 Submerge and Support camo pulse pierce reduced to -> 150
  • 500 Energizer camo pulse pierce reduced to -> 1000
Monkey Buccaneer

Navarch Paragon feels too dominant over other expensive paragons, as such a powerful choice it feels overused even on many low water volume maps
  • Navarch paragon price increased from $500,000 -> 550,000
Monkey Ace

Neva-Miss has been generally over performing for quite a cheap T3, increasing price here slightly but not carrying that increase up through higher tiers.
  • xx3 Neva-Miss Targeting price increased from $2200 -> 2800
  • xx4 Spectre price reduced from $24,000 -> 23,400
Heli Pilot

Heli’s blowback has always been extremely effective from early on, and as players have become more knowledgeable the use into lategame as well only seems to go up especially moving into Super Ceramics. This change shouldn’t really have as large an impact at higher level gameplay as total map length is so much shorter you will often still be blowing back the entire track, but the blowback range has been reduced at T3 leading back into the old value at T4
  • x3x Downdraft blowback distance reduced from 32-300 to 32-150
  • x4x Support Chinook blowback distance remains at 32-300
Wizard Monkey

Polishing some crosspaths, 130 Dragons Breath is the only crosspath for Guided Magic that doesn't yet attack through walls, and 011 Fireball also does not benefit from having the pierce crosspath
  • 130 Dragons Breath now target through walls from Guided Magic
  • 011 Wizard Fireball pierce increased from 15 -> 20
Super Monkey

Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder
  • 005 Legend of the Night damage increased 5 -> 10
  • 005 Legend of the Night ceramic bonus increased 2 -> 4
  • 005 Legend of the Night moab bonus increased 3 -> 8
Druid

More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping. Spirit of the Forest's base attack has also had a simple damage increase as it contributes very little to the power of the tower by T5 and the tower lacks in single target.
  • 030 Druid of the Jungle bramble piles dmg type Normal -> Sharp
  • 130 Druid of the Jungle bramble piles dmg type back to Normal
  • 050 Spirit of the Forest base attack damage increased 2 -> 20
Spike Factory

Super Mines DoT damage is entirely insignificant for the price range of this tower.
  • 5xx Super Mines DoT damage per tic of damage increased 1 -> 500
Monkey Village

The Monkeyopolis ‘space saving’ farm absorption shows to be far too much more efficient than the absorbed farms.
  • xx5 Monkeyopolis generation per $2000 reduced $300 -> 200
Adora
  • Lv20 True Adora buff increases Ball of Light Ability pierce from 43 -> 48
  • Lv20 True Adora buff increases Ball of Light Ability damage to 100
Geraldo

Many of Geraldo's items are too strong for the required maintenance, Geraldo SHOULD be a top level hero, he is literally designed to be so as the most rewarding for your player knowledge and reaction to moment to moment gameplay, but too many items reward spammable gameplay over these knowledge & reactions so we are targeting a lot of durations/stock amounts with minimal price increases where it feels necessary. These are clearly a lot of small steps, as we did not want to do too many big changes from multiple angles all at once.
  • Lv1 Jar of Pickles: Price increased from $50 -> 100
  • Lv1 Jar of Pickles: Duration reduced from 8 -> 5
  • Lv3 Invisibility Potion: Can no longer target a number of towers that have no attacks
  • Lv4 Glue Trap: Now expires from the track after 4 rounds
  • Lv4 Glue trap: Pierce reduced from 300 -> 100
  • lv5 Sharpening Stone: Now expires after 15 rounds
  • Lv7 Maelstrom: Max stock reduced 5 to 3
  • Lv7 Maelstrom: Price increased from $500 -> $650
  • Lv12 Genie: Duration reduced from 3 -> 2 rounds
  • Lv15 Super Maelstrom: No longer increases duration of the maelstrom
  • Lv11 Rejuv Potion: Price increased from $1000 -> 2000
  • Geraldo's Moustache will no longer contain hidden Glue Rats
Bosses

Vortex’s Stun radius has proved to be a little too small allowing for some cheesier strategies than intended, but instead of a flat increase at all tiers we have decide to trial a slight increase up throughout each tier.
  • Vortex tier 2 Stun Radius increased from 60 -> 65
  • Vortex tier 3 Stun Radius increased from 60 -> 70
  • Vortex tier 4 Stun Radius increased from 60 -> 75
  • Vortex tier 5 Stun Radius increased from 60 -> 80
Looking Forward
Thanks again for reading to the end. We did a looking forward message in Update 30 where we announced work on new Bosses and Paragons, Contested Territories, and an in-game Mods system. We’ll continue that effort to keep the player community updated on our plans at least a couple times a year, and since Contested Territories has been such a huge feature to complete it’s now that time!

We’ll keep this caveat in place each time. Unless otherwise noted, what we discuss in this section are plans, and we need to be able to make adjustments to these, as we’ve had to this year based on how much time and effort we put into the Geraldo Hero and Contested Territories. We’ll do our best to give context when we make changes, and as always we appreciate your patience, understanding, and support!
  • Game Size and Value:
    • We celebrated BTD6’s 4th anniversary this past June, and we took a look back on the volumes of work that we’ve added to the game since launch.
    • By any and all means of comparison, BTD6 is far bigger and stronger than it was 4 years ago, and all that time we have not changed (outside of currency exchange rates applied by storefronts) purchase price, IAP prices, or introduced any paid DLC. Recently when we compared the current size and value of BTD6 with other games, we concluded that we were underpriced.
    • While we do not intend to add paid DLC or change IAP prices, we have decided to raise the purchase price by US$2 on mobile platforms and US$4 on desktop platforms. We feel this change is the best way to reflect the current value of the game while still respecting the past purchases of all existing owners of the game by not changing pricing for them.
    • We plan to make these price changes on August 18th, two weeks following this update, so that any of your friends and family or wishlist holders still have time to get the game at the current price. As we understand the current state of inflation and that all households around the world are not equal, we will continue to run periodic sales to give everyone a chance to play Bloons TD 6.
  • Creators
    • We almost got Nexus.gg Creator code support in Update 32; we’re taking more time with it and will release it with a 32.x update - this will allow viewers to add codes to the game that will share part of any IAP revenue with their favorite Creator.
    • The Nexus.gg folks have been amazing to work with and we truly hope this will allow a virtuous cycle between player, Creator, and game developer. Ninja Kiwi doesn’t think that paid sponsorships is good for the game-Creator-viewer/player ecosystem, but we think that Nexus.gg and Creator codes can be.
    • Stay tuned to our socials for more information. The program will start with a selected group of Creators that we’re already working with for previews and feedback, but Nexus.gg will have a signup page for other Creators who are interested. More news soon!
  • Update 33
    • Ace Paragon: Rounding out the land, sea, and air equation, we’re eager to reveal what could be bigger than the BIG plane.
    • New Boss - Dreadbloon: Inspired by the Monkey City boss and even more deadly in BTD6, with damage reduction, recurring shields, and rotating immunity to whole tower categories!
    • 2 new maps, pushing for one from the Reddit contest winners
    • Quality of life, balance changes, bug fixes, and other improvements we can make
  • Update 34
    • Last update for the year!
    • New Tower - Beast Handler: we’re not saying anything but the name for this one, and we look forward to all of the speculation
    • 2 more maps - we’re sensitive to community feedback about wanting more maps, so wanting to get another two in for end of year holidays
    • More quality of life, balance changes, and improvements
  • Further Out
    • Console: We still have plans to release BTD6 on PlayStation and Xbox this year. Taking heaps of work to make it feel as native as possible but we really want to make 4 player couch co-op happen! Switch is not in production but we will consider after PlayStation and Xbox.
    • Mods: Another huge amount of work to get this right, so we have to delay this until next year to get this right. The goal is to allow stat and visual changes to existing towers for even more fun and flexibility with visuals, memes, and Content Browser submissions
    • Map Editor: Not sure if we can pull off both Mods and Map Editor in 2023 but we will go for it. In game tools to create and submit maps will be a huge avenue for community creativity that we want to open up!
    • Bosses, Paragons, Towers, and Maps: Even with big features planned we will not forget about the core game and will continue to bring out fun and challenging new gameplay all year.
    • Teams+: Contested Territories is just the beginning of what we can do together as Teams, so look for more ways to play with Friends, even as we continue to be dedicated to awesome single-player, offline gameplay as always
Bloons TD 6 - Tarn
Bloons TD 6 v31.0 - Update Notes!
Key New Features
  • New Hero, Geraldo the Mystic Shopkeeper!
    • A bold adventurer and seeker of fine things, Geraldo has explored the distant, mysterious reaches of the Monkey world to assemble his signature collection
    • Geraldo is almost nothing without his shop, so select the “Shop” icon next to Geraldo’s portrait when he is selected; the shop will remember its open or closed state for easy access & can be toggled open/closed for PC users with the Monkey Special hotkey (PageDown)
    • Shop items have a variety of uses - some place on the map, some on the track, others target Monkeys or subtowers; they all must be pulled from the shop to the playfield
    • Get ready for a wild ride, as Geraldo is intended to be a “build” hero, supporting a variety of strategies that are designed to scale; heaps of dev and balance time behind this one - we hope you enjoy the mysteries!
  • New Bloon Boss - Vortex, Deadly Master of Air!
    • Affectionately known as speedy boi, but it may be some time before you feel any affection for this incredibly tough boss
    • Spawns with a temporary shield of wind that for a short time blows away all projectiles that are too slow to pass through it
    • Natural Bloon spawns are buffed by Vortex’s slipstream, moving at incredible speeds until they catch up
    • On Skulls Vortex stuns all nearby towers with a burst of lightning, activates its storm shield, and retreats a short distance
    • Periodically triggers a storm wave that destroys all projectiles in a large radius
    • Distributed placements and ranged attacks are key to victory - good luck!
New Awesome
  • New Beginner Map, Scrapyard!
    • Old cars and other scrap go to die in places off the beaten track, but the Bloons have even found this remote location; defend the derelicts and don’t forget to play with the heavy machinery!
    • Sorry to the players who submitted similar ideas during the competition, but we already had our own idea in the works for a while now
  • New Trophy Store Items
    • Bloons: Cat Ear Bloons, Disguise Glasses
    • Co-op: Pat Flex emote, Mind Blown emote
    • Game & UI: Sunshine Serenade - Fiesta Mix music track, 2 New Avatars - Super Monkey & Striker Jones
    • Reddit Banner Competition winners
      • Banner winner (Arrival) - by betapotata
      • Banner winner (Beneath the Waves) - by Cyliia
Big Changes / Additions
  • New Special Conditions for Custom Challenge victory
    • Least Cash has no limits on earning cash & allows all forms of income generation, but rewards victory only if a player remains below a chosen cash spent threshold We've created a challenge for you to try this new condition out
    • Least Tiers limits victory to staying under a chosen value of tiers which increments for every tower/ upgrades/ hero/ level purchased
    • We added these special conditions for victory as we thought they would be fun on their own, but we also have them in mind for the Contested Territory update coming later this year, as a variety of victory conditions will make the team dynamics needed to capture and hold a range of territory more interesting
  • Updated Heroes Screen
    • We’ve been wanting to update the Heroes screen for awhile, so with the addition of our 14th Hero, Geraldo, we made that happen
    • Hopefully you will enjoy the full rework - making it easier to see all Heroes, allowing side by side comparisons of Heroes’ powers, and surfacing the visual changes that accompany various upgrades
  • Structural and performance reworks to Bloons and the Bloon overlay system. All in the interest of tighter code and more flexibility for future updates.
  • Added commas to Cash, Damage Numbers, & Income for increased visibility and slightly delayed visits to your respective optometrists
  • Large changes to backend co-op game communication between clients for increased stability
  • Facebook friends’ scores has been replaced with LiNK Friends scores so that we have more reliable control of score sharing; please note your Facebook friends will not autopopulate into your LiNK Friends - you will have to reestablish any Friend connections manually
  • Due to demand over the years, we have added a Logout option to our in game webview. Since we recommend players using another account for their modded games, it’s nice to support doing that a little better.
  • To prevent event games running past the final cutoff on score submission time for ranked events, there will now be a short break in the final moments of competitive events in which the event is still active but no further games can be started. Note this will only be in place for ranked events, meaning that Boss events will allow you to create games still so long as you swap back to non-ranked mode
    • Example: there is a 24h event, with a 1hour cutoff (the cutoff can be set to any value, bosses will have a longer one but races wont need so much)
    • When the event first starts it will display 23h remaining not 24
    • After those 23 hours once the timer ends it begins a new timer with 1h remaining
    • During this final hour you cannot start a new game or continue an existing game on ranked mode, but you can finish off one that is already started and open
    • If you quit out of a run that has already started, that's it, you will not be able to enter the play menu to load that save again.
    • In the case of bosses, you can swap back to non-ranked mode and create as many games as you want as normal during this final hour to finish off your milestones if you have not done them
Bug Fixes & General Changes
  • Resolved an issue with Custom Odyssey title/description being reset
  • Changed how boss bloon status overlays are applied to look better
  • Resolved an issue with Techbot ignoring hard limits on ability use in custom challenges in regards to overlap, causing laggy animation loops
  • Resolved players getting booted out of co-op sessions on some low end devices due to being timed out from a long desync
  • Optimizations made to freeplay roundsets
  • Resolved some low quality animation issues
  • Using Thrive right before defeat, and restarting should no longer break the animation
  • Fixed some incorrect medal displays on leaderboards
  • Resolved some specific cases causing the pause penalty on races to carry over onto the next attempt
  • Join Match button in play social now checks if you have internet again on press to prevent some edge case creation of broken lobbies requiring a game restart
  • Map Area data converted to a new System which should improve performance & allow for more complex shapes
  • Rocket Storm ability is now grayed out between rounds
  • Add new localization for all hero skins to remove ‘skin’ from their names on player profiles.
  • Resolved some issues with retry last round in challenge editor
  • Resolved some issues with hero skins changing when changing owner in co-op
  • Resolved a number of rare crashes
  • Added a new icon for the ‘Create Challenge’ button
  • Fixed Water Textures on Cargo map
  • A number of minor UI fixes
  • Resolved some issues with UI animation speed
  • Resolved a number of map specific height and placement issues
  • Added in fixes in a number of places to prevent the game from crashing due to certain server issues or loading broken challenges
  • Resolved an edge case crash on the data conflict screen
  • Resolved a crash with Lych Soul being saved on multi-path maps
  • Investigation success
Boomerang Monkey
  • 5xx Boomerang glaives again crosspath correctly with xx2
Monkey Buccaneer
  • Resolved Buccaneer showing wrong upgrade text after upgrading a ninja
Heli Pilot
  • 104 Heli's Mini Comanche now correctly fire 5 darts at a time
  • xx5 Comanche Commander's damage has been corrected with crosspaths
Mortar Monkey
  • 502 Mortar now applies burn to DDTs without MIB so long as they circumvent the camo
Dartling Gunner
  • x5x MAD height inconsistencies compare to x4x Rocket Storm have been resolved
Wizard Monkey
  • 042 Summon Phoenix should now correctly interact with camo prio
Ninja Monkey
  • Resolved an issue with Master Bomber Stickies sometimes hitting regular Bloons instead of MOABs
Druid
  • 5xx Superstorm now benefits from Ball Lightning 25% freeze chance regardless of crosspath
  • Resolved an issue with the Cold Front MK not always showing ice overlays on Bloons
Monkey Village
  • Resolved some inconsistencies with top path farm buff icons
Engineer
  • xx4 Bloon Trap issue resolved on Sunken Columns with Bloontraps falling under the map in certain locations
  • 014 Bloon Trap issue resolved with certain conditions causing Bloontraps to repeatedly auto-collect even while empty
Adora
  • Adora sacrifice buff should now apply to Mini Sun Avatars from Temples
Admiral Brickell
  • Resolved an issue with Admiral Brickell's Mega Mine sometimes not showing stun effects
Desktop Version
  • If you have already placed your hero, your ‘Hero hotkey’ (U by default) will now swap to instead ‘select your hero’ wherever it is. If you have more than one hero this will cycle through them
  • Resolved an issue with using hotkeys during loading screens causing some tower portraits to become faded out
Balance Changes
Dart Monkey

To add a little more synergetic crosspath use for the Juggernaut 402 crosspath, xx2 will now also grant bonus projectile lifespan, this applies to any use of that crosspath though we feel it will in particular pair nicely with the ricocheting projectiles. Juggernaut in general is also seeing a small utility knockback buff to help it carry on a little longer into the game.
  • xx1 Long Range Darts also increases projectile lifespan +15%
  • xx2 Enhanced Eyesight also increases projectile lifespan +20%
  • 4xx Juggernaut gains a slight Bloon knockback (Same as xx3 dartling, but half duration)
Bomb Shooter

The Frags crosspath for top path Bomb Shooter has always been quite a poor choice, trying to compete with attack speed as a benefit for stun utility isn’t going to ever work out so we have instead gone the route of turning the frags crosspath into a DPS/Stun hybrid with a lot of small buffs to frag power.
  • 302 Really Big Bombs frag damage increased 1 -> 3
  • 302 Really Big Bombs gains more frags 8 -> 12
  • 402 Bloon Impact frag pierce increased +1
  • 402 Bloon Impact frag damage increased 2 -> 3
  • 402 Bloon Impact gains even more frags 8 -> 16
  • 502 Bloon Crush remains at frag damage 12
  • 502 Bloon Crush frags gain bonus to ceramic +12
  • 502 Bloon Crush gains frag pierce 3 -> 20
Glue Gunner
  • 2xx Corrosive Glue DoT rate increased 2.3s -> 2
  • 3xx Bloon Dissolver DoT ceramic bonus increased 0 -> 1
  • 4xx Bloon Liquifier DoT ceramic bonus unchanged
  • 5xx The Bloon Solver bonus moab damage increased 3 -> 5
Monkey Sub

Energizer upgrade offers nothing extra to the reactor sub aside from niche utility buffs, so we have increased the lategame cleanup potential by a large amount to help deal with Super Ceramics.
  • 5xx Energizer damage increased 3 -> 5
  • 5xx Energizer now adds bonus damage to ceramics +5
Monkey Buccaneer

The base Grape attack of T4 MOAB Takedown has had a ceramic bonus added to lead up to the T5 a little better.
  • x4x MOAB Takedown grapeshot ceramic bonus added +1
Monkey Ace

Spy Plane is always a lesser crosspath aside from specific challenges that call for camo detection. It has a similar vibe to Night Vision sniper so we have given it a similar buff.
  • x2x Spy Plane grants attacks bonus damage to camos +1
Heli Pilot

Previously Razor Rotor’s used to make the heli pursue for a further distance & this caused it to often fail to reach Lead Bloons with the rotor attack that could pop them. This overall seemed like a design flaw so that back-off distance has been moved up to the T4 instead. Apache Dartship has also fallen off over time as a viable saveup for prime, though it is meant to be reasonably difficult some changes have made this a little more difficult than it probably should be so we have increased the pierce of the machinegun attack.
  • 3xx Razor Rotor’s pursuit no longer backs so far away from Leads that it can’t hit them
  • 4xx Apache Dartship pursuit distance increase now occurs here
  • 4xx Apache Dartship Machinegun pierce increased 5 -> 7
  • 5xx Apache Prime Machinegun pierce unchanged
Dartling Gunner

Ray of Doom suffers from the downsides of being designed as a high piercing tower, for the price this makes it feel far too weak against the round 100 BAD if you invest in it too early without some other forms of single target, to bring back a little of the interesting sort of targeting that the T4 has and help with this single target problem it will now deal a massive damage bonus to the first target hit along the beam’s path.
  • 5xx Ray of Doom now deals bonus damage to the first target hit +55
  • 3xx Laser Cannon pierce increased from 4 -> 6
  • 302 Laser Cannon pierce increased from 6 -> 9
  • xx2 Powerful Darts now also gives 'larger projectiles' as a crosspath
    • 002 Powerful Darts normal projectile size increased from 2 -> 3
    • 032 Hydra Rocket Pods explosion size increased from 8 -> 12
    • 402 Plasma Accelerator focal point size increased from 4 -> 6
    • 402 Plasma Accelerator beam width increased from 2 -> 3
    • 502 Ray of Doom beam width increased from 6 -> 9
Wizard Monkey

Arcane Blast's benefit to the base tower is quite small for the price and also doesn't carry on well as a crosspath to the other T3s since they add new attacks instead of buffing the base attack, the price has been reduced to add a little more value here along with more MOAB damage at the T5 to give it a little more value over Arcane Spikes. As we somewhat expected the last Prince of Darkness rework didn’t end up really nerfing it so much, so we are now following up with a small price nerf.
  • 2xx Arcane Blast price reduced $600 -> $450
  • 5xx Archmage bonus damage to MOABs 17 -> 19
  • xx5 Prince of Darkness price increased from $24,000 -> 26,500
Super Monkey

Robo didn't need to lose pierce in the last Super Monkey T2 rework, and Dark Knight feels like it has too much pierce without ever considering the pierce crosspath. So to balance these together we’ve taken out pierce from Dark Knight and added it back into x2x carrying up into Robo Monkey. Dark Champion pierce is increased rather than decreased to push it further ahead of Dark Knight.
  • x2x Epic Range increases pierce further 3 -> 4
  • xx3 Dark Knight pierce decreased 5 -> 4
  • xx4 Dark Champion pierce increased 7 -> 8
Ninja Monkey

Grand Sabotage is extremely powerful in freeplay, but really boring outside of that one scaling mechanic. For a little more flavour with the shinobi mechanic, the T5 will now boost the potential of your shinobi army.
  • x5x Grand Sabotage ability grants all your Shinobi on screen +5 range
  • x5x Grand Sabotage ability grants all Shinobi +1 damage to MOABs
Banana Farm

Partially to help a little with tedious endgame farm collection in ranked boss events, or any other use you may desire for it, we have added a non-power form of easy banana collection. However we do not want to trivialize the intended downside of opting for a more micro intensive farm path too much, so this is still restricted behind a low-range tier 5 upgrade.
  • xx5 Monkey Wall Street now collects nearby bananas/crates as a Monkey Farmer would
Spike Factory

To help make the tradeoff of building one T5 over multiple T4 not be as hard a choice, the basic attack on Carpet of Spikes has had power increased significantly over rate, range & damage.
  • x5x Carpet of Spikes range increased from 34 -> 50
  • x5x Carpet of Spikes main damage increased from 3 -> 4
  • x5x Carpet of Spikes main attack delay reduced 0.98s -> 0.33
Monkey Village

Call to Arms ability suffers from uptime, for such an expensive upgrade which is such low range and purely support this makes it hard to use, so duration has now been increased to push it up to a 1/3rd uptime threshold
  • x4x Call To Arms ability duration increased 12 -> 15
  • x5x Homeland duration remains unchanged
Engineer

Sentry Expert really needed some logic fixes to get more of the actual correct sentries placed at the right times, it has also received a number of power buffs across the board to the special sentries at T4 complimenting the new logic reworking. Cleansing Foam has had some extra crosspath utility added at the cost of a small price increase and a large decrease to Ultraboost price.
  • 4xx Sentry Expert logic has been reworked to evaluate threat levels based on Bloon types that it can counter, Bloon types that counter the sentries that it wants to spawn, and which of the current threats on screen is the greatest. Distribution of sentry types should scale based on how much one Bloon threat is more of a threat than another.
  • 4xx Sentry Expert Crush Sentry ceramic damage bonus increased from 1 -> 4
  • 4xx Sentry Expert Crush Sentry damage type changed from Sharp -> Shatter
  • 4xx Sentry Expert Bomb Sentry damage increased 2 -> 4
  • 4xx Sentry Expert Cold Sentry pierce increased from 15 -> 25
  • 4xx Sentry Expert Cold Sentry radius increased from 12 -> 18
  • 4xx Sentry Expert Energy Sentry gain moab damage bonus of +2
  • x3x Cleansing Foam price increased from 800 -> 850
  • 032 Pin allows Cleansing Foam to slow Bloons 50% briefly
  • 130 Foam makes Sentries shoot Foamy nails that strip properties
  • x5x Ultraboost price decreased from $120,000 -> 105,000
Gwendolin

Gwendolin’s Firestorm damage doesn’t carry well into the endgame so has been buffed at a later level.
  • Lv16 Firestorm base damage tic increases from 1 > 5
  • Lv16 Firestorm MOAB damage tic increases from 10 > 15
Pat Fusty

Pat Fusty was initially given a smaller footprint than it felt he should have due to concerns about balance with his small radius, but actually has been extremely powerful for a long time despite these radius issues. We feel like now giving him back the footprint size that he always should have had similar to Churchill will add a reasonable lategame downside to consider without harming his early use so badly.
  • Pat Fusty footprint increased from 7 -> 8
Admiral Brickell

The Sea Mines delay that was added back in 29 has done well for reducing some of Brickells weaknesses, but as we expected somewhat does add in new weaknesses to rush rounds of Bloons that can now sneak past before all of her mines have been able to acquire a target. To help lessen this new issue she has gained a brand new ability that will allow more Sea Mines to rapidly deploy and find a target over a short duration.
  • Lv7 Blast Chain utility ability added for Admiral Brickell. For 10 seconds all sea mines have their delay halved (the new one added in 29), & their projectile speed doubled
Psi

We felt that Psi’s early game too easily carried into some extremely powerful endgame setups. These setups were overperforming due to certain cooldown interactions with stalling out cooldown, however in an effort to try to avoid nerfing the cooldown for the average player we decided to make that stalling synergy harder to pull off instead.
  • Psi base price increased $800 -> 1000
  • Lv10 Psionic Scream ability 'speed of blow back' increased from bloon speed 300% -> 600%
Glue Rat

Glue Rat pet has been overperforming in all game modes for a while now without any apparent weakness or strategic downsides.
  • Base movement speed ramping level endures persistently
  • Max level goggle tightness loosened from Max -> Sam
Bloons TD 6 - Tarn
Bloons TD 6 v30.0 - Update Notes
Key New Features
  • Co-op Split Editing! We’ve wanted this for a long time and have had bits of it working, but we’re pleased to start the 2022 updates with this great quality of life feature.
    • Players creating Co-op lobbies can now choose which Co-op split to use for the match
    • Not content with just the change in splits, we’ve added 2 new splits (Radioactive and Stairs) that will make their way into Co-op Challenges and even Boss Events, and of course also be an option for player-created Co-op games. We’re hoping to see some awesome content creator games and challenges come out of this!
New Awesome
  • New Map, Sunken Columns - absolutely a rock hard tribute to one of the new maps in Battles 2 but custom made for all the sight, overblockers, and co-op nuances of BTD6
  • New Hero Skin, Psimbals - you thought playing several instruments was difficult? Try playing them telekinetically at the same time! A very different take on Psi - hope you enjoy!
  • New Achievements
    • Sticky Situation - Glue 500,000 Bloons
    • Big Spender - Spend 1,000,000 cash in one round
    • The Daily Reid - Win 365 unique daily challenges
    • I'll Be Back - Spend 1,000 MM on Continues or Checkpoints
  • New Monkey Knowledge
    • Bionic Augmentation - Allows Turbo Charge ability to grant boomers camo vision
    • Bonus Glue Gunner - Instead of a free Dart Monkey, you may now choose to start with a free Glue Gunner instead.
    • X-ray Ultra - Allows Ultravision super monkeys to see, target and shoot through blocking objects.
  • New Trophy Store Items
    • Heroes: Striker Jones - german shepherd pet, ETn Beam Down placement
    • Monkeys: Necromancer Wizard Chomp Zombies projectile swap, Heli Pilot Hummingbird pet
    • Bloons: BAD Whale skin
    • Co-op: Thinking Monkey emote
    • Game & UI: Flower Patch road spikes skin, Monkey Boost - Sugar Rush, Avatar 57 - Explorer Monkey Sub, Avatar 58 - Fusty Ice Cream
    • Limited Time only {trophy items if there’s a seasonal}
    • Bloon decal - daisy chain circlet
    • Druid Spring avatar
    • Obyn Peace emote
    • So Buzzed profile banner
    • Competition Winner banners
    • Doodle Brilliance banner by bonbonni (*Now chompypaw)
    • Arcanum Necronicom by _Concilliabule_
Big Changes / Additions
  • Sound controls - By popular request (and sometimes demand), you now have more audio control over your Heroes and chaotic critters.
    • Pet sounds can now be toggled separately to other sound effects.
    • Additionally Hero Voices has instead been moved over into its own slider.
  • Trophy Store filters - If your Trophy Store inventories are like some of ours, we all know some organization was due.
    • Added subcategory filters to each store section and the inventory to help find what you’re looking for
    • Clarifying as this was not mentioned in the Preview Notes - the Trophy Store will now be unavailable for use whenever mods are active. Removing any mods from the install directory should restore it again. To be clear the goal here is purely to prevent players from bricking their accounts if they do mod, not to detract from modding.
Bug Fixes & General Changes
  • Optimizations made to the trophy store for loading & performance
  • Added a timer to the freeplay/restart/continue buttons in co-op. This delay will be shown on the buttons
  • Strong target option should now prioritize fortified bloons correctly if they also have regrow
  • Heroes can no longer receive customized names
  • Resolved some boss leaderboards not always displaying the right medals from your profile
  • Added individual reset buttons for each Odyssey island within the editor
  • Resolved some Height/terrain inconsistencies with placement/visibility
  • Resolved some edge of map tower footprint size issues
  • Going AFK for a long time on a pause screen should no longer eventually break the UI
  • Hitting Home on ‘waiting to rejoin co-op game’ should now prompt ‘are you sure?’
  • Co-op resync should no longer mix up tower locations on Sanctuary
  • Resolved some issues with UI being offset incorrectly on some devices/resolutions
  • Translated Odyssey descriptions should no longer M̶̩̅e̷̮͑̾ŗ̴̠̗̃̂͝ą̸͔͎͙͆̕̚-̷̛̼̜͝{̶͙͈̖͑0̶̧̣̻̟̓͐}̸̙̊́̋̓
  • Boss menu can no longer be entered without an internet connection
  • Resolved some issues with players from previous versions seeing extremely buggy profiles when looking at player profiles that have equipped new items from future versions. This fix will not apply to anyone playing before v30
  • Reworked how co-op resyncs interact at defeats
  • Resolved an issue displaying player removed messages in co-op multiple times
  • User ID now included on some menu screens
  • Resolved an issue that could be causing the Alchermistman and Bloonacleboy achievement to not save completion
  • Resolved some tower buffs preventing Bloons from becoming frozen
  • Game no longer softlocks on Review Map screen when you hit Escape key before the Review Map UI transition completes.
  • Resolved a number of minor crashes
  • Resolved a crash that could occur when selling Ezili to place multiple times
  • Resolved an Odyssey crash that could occur when excluding all towers
  • Resolved a crash that could occur from opening multiple deep links in a row
  • Resolved an issue with Strong targeting working incorrectly with Camo Prio
  • Resolved cases in which the remove disconnected player button would persist on co-op UI even though that player disconnected voluntarily
  • Resolved an issue that could prevent players re-joining co-op games after a crash
  • Resolved a number of different Locs issues
Bomb Shooter
  • x2x Should no longer become ‘lower’ and lose vision over objects
Ice Monkey
  • 4xx Ice Monkey should no longer slow & remove camo from White Bloons without being able to damage them
  • 5xx Super Brittle debuff duration corrected from 2s -> 3
  • x3x Arctic Wind :| - that is all.
  • x5x Absolute Zero now has an ability icon for the buff it grants other Ice Monkey
  • x5x Absolute Zero ice monkey buff is now correctly drained by Lych
Glue Gunner
  • 2xx Corrosive Glue and above now allows the top path of Glue Gunner to be targeted by Acidic Mixture Dip, as the acid DoT does benefit
  • xx5 Super Glue can target Glued Bloons again
Monkey Sub
  • x4x First Strike Capability ability initial impact damage is now dealt before splash damage
Monkey Buccaneer
  • Resolved a number of platform issues with Navarch
Wizard Monkey
  • Missing sell/upgrade animations fixed
Druid
  • Missing sell/upgrade animations fixed
  • x5x Vine Rupture ability should now be influence by Challenge Editor cooldown slider
Engineer
  • Resolved a save loading bug that could cause Foam to target the center of the map from any location
  • x3x Cleansing Foam should now count damage when popping lead bloons
Gwendolin
  • Lv3 Cocktail of Fire now extinguished by purple bloons
Obyn Greenfoot
  • Resolved a save loading bug that could cause Wall of Trees to target the center of the map from any location
  • Resolved some issues with buff applications not working correctly in all cases
Benjamin
  • Resolved some visual issues with Matrix Placement FX
Desktop Version
  • Resolved a launch softlock on Chromebooks
  • Resolved an issue once again allowing scroll wheel to be a bindable hotkey
  • Added new Tower Special hotkey (PageDown by default) this will activate tower unique functionality like Boomerang arm swap & Camo Prio
Balance Changes
Dart Monkey

Juggernaut relying on ricochets felt too niche in the current game, sadly excelling in far too few situations, so instead the Ceramic damage strength has been increased leading a little better into the T5 and benefiting it in more general straight line situations. Crossbow Master is pretty much around the entry level T5 that we want, but a little too expensive for something that brings no extra utility.
  • 4xx Juggernaut ceramic bonus increased from +2 -> 3
  • xx5 Crossbow Master price $25,000 -> 23,500
Boomerang Monkey

To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. Bionic Boomerang’s price has been lowered to make this upgrade slightly more approachable, but Turbo Charge’s price increased as we’re ok with the higher tiers on this path. Finally MOAB Dom’s price has been reduced a little, while this upgrade mostly fits as an early freeplay support/carry this price buff will make it more affordable before then and slightly benefit saveup for the paragon.
  • 5xx Glaive Lord main attack damage increased from 1 -> 8
  • x3x Bionic Boomerang price 1600 -> 1450
  • x4x Turbo Charge price $4000 -> $4200
  • 005 Moab Domination price reduced $60k -> 50k
Bomb Shooter

Has strong meta usage, Mauler as a moab focus upgrade no longer needs the bonus to ceramic crutch
  • x3x MOAB Mauler ceram bonus reduced 1 -> 0
Tack Shooter

Ring of Fire doesn’t keep up well enough for where it is placed, so the attack speed increase from this upgrade has been bumped up from 15% to 25%. Inferno Ring itself feels ok but for the difficult saveup not so much, so as a bit of a buff we have added crosspathing to the Meteor attack.
  • 4xx Ring of Fire attack delay reduced from 0.5355 -> 0.4725
  • 5xx Inferno Ring still sets attack delay to a flat 0.1
  • 520 Inferno Ring, Super Range grants meteor base pierce 1 -> 2
  • 502 Inferno Ring, Even More Tacks grants meteor dmg 700 -> 1000
Ice Monkey

Cryo Cannon has pulled far ahead of similar cheap Bloon control options, while leading into the also quite cheap Icicles which for most of the game offers more Bloon shredding support for cheaper than those other options.
  • xx4 Icicles price increased from $2000 -> 2750
Sniper Monkey

Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing.
  • x3x Bouncing Bullet - bounce distance reduced slightly 50 -> 40
  • 230 Bouncing Bullet distance increased back distance: 40 -> 50
  • 004 Full Auto Rifle gains MOAB bonus to initial hit 0 -> +1
  • 005 Elite Defender gains MOAB bonus to initial hit 0 -> +2
  • 105 Elite Defender gains MOAB bonus to initial hit 0 -> +3
  • 205 Elite Defender gains MOAB bonus to initial hit 0 -> +4
Monkey Sub

Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s own. This reason still applies as Airburst provides a significant power boost just on it’s own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly.
  • 030 Ballistic Missile attack rate 1.105 -> 0.9945
  • 032 Ballistic Missile no longer adds 10% rate
Monkey Buccaneer

Some parts of the new Buccaneer paragon were balanced more around a Degree 100 level without properly scaling, so we have fixed up some of this to better fit scaling up to 100 reaching those values, and moved the ability for it and any possible future paragons to also scale in cooldown based on the Degree.
  • All Paragon Ability Cooldowns will now increase rate in a similar formula to attack speed
  • Navarch passive grapple hook rate: 0.02 -> 0.06
  • Navarch active grapple hook cooldown: 20 -> 30
Monkey Ace

More of a straight quality of life, Ace has gained a new special toggle button to allow it to turn back and fly in reverse on any selected flight pattern. As Ground Zero stands out in power, & enough so to make the upgrade to Tsar Bomba questionable, some upgrade cost has been moved out of Tsar Bomba into Ground Zero to make Ground Zero more expensive while not changing Tsar much other than a slight overall cost buff. While Flying Fortress has started to see use in Boss events this feels like more of a cash dump than actual value in the tower. As Spectre value already drops off the later any game gets, the saveup into a ‘better version’ also drops off in value, and so the price should reflect that better.
  • 000 Monkey Ace can now toggle flight direction for any pattern.
  • x4x Ground Zero price increased from $14,000 -> 18,000
  • x5x Tsar Bomba price decreased from $35,000 -> 30,000
  • xx5 Flying Fortress price 100k -> 85k
Heli Pilot

Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control
  • xx4 Comanche Defense main heli Missile rate increased 3s -> 1
  • xx4 Comanche Defense main heli dart damage increased 1 -> 2
  • xx4 Comanche Defense mini heli pierce increased 3 -> 4
  • xx5 Comanche Commander main heli dart damage increased 2 -> 3
Mortar Monkey

Mortar top path feels too weak for the lead up to the Tier 5, so it along with the T5 have had some general number increases. Additionally the 302 crosspath has failed to ever see a great deal of use compared to much faster firing, to make it easier to to use up power from the DoT this path will now burn through faster
  • 2xx Bloon Buster price reduced $650 -> 500
  • 3xx Shell Shock price reduced $1100 -> 900
  • 4xx The Big One damage increased 5 -> 7
  • 5xx The Biggest One center AoE damage increased 20 -> 25
  • 5xx The Biggest One outer AoE ceram damage 10 -> 20
  • 302 Shell Shock allows burn from this tower to tic twice as fast (also expires twice as fast)
  • 402 The Big One, Burny Stuff damage over time increased from 3 -> 5
Dartling Gunner

Dartling’s Ray of Doom is far too expensive for general use, so before looking at any further power related buffs we’re lowering the price. Middle Path rocket storm is too strong for something also so buffable so is getting some number changes. Additionally Rocket Storm has always fired through blockers as we didn’t want to cripple placement too much, at this point we feel like it should be strong enough of an upgrade to have to deal with the placement problems that come with blocking objects. Finally as the Laser Shock crosspath is not so favorable for Buckshot path dartlings, we have doubled down on the ‘Focus’ of Focussed Firing to also increase projectile travel distance.
  • 5xx Ray of Doom price $95k -> $80k
  • x4x Rocket Storm ability damage reduced 6 -> 5
  • x4x Rocket Storm ability duration reduced 10s -> 8
  • x4x Rocket Storm ability no longer ignores blockers
  • 103 Buckshot’s Focus Firing crosspath grants distance to projectiles +25%
Wizard Monkey

As base Wizard shines in no way & doesn’t lead into any immediately good cheap lower tiers aside from Wall of Fire, the base price is being slightly lowered at the cost of an increase to Wall of Fire. The role Arcane Spike filled at game launch has been replaced as better synergies were learned & added over time. As it's slightly too expensive at some early key points the price is being lowered to hopefully fit some use in at those points. Wizard Prince of Darkness is annoying to position correctly due to the sudden massive radius increase & it also needs a power nerf. So overall here we are moving all of the range increase down into a lower amount at the T3 so that range positioning is known before buying any necromancer upgrades, as well as moving some of the lifespan of the zombies themselves into the lesser used 1xx lifespan crosspath.
  • 000 Wizard price reduced $400 -> 375
  • x2x Wall of Fire price increased from $900 -> 950
  • 4xx Arcane Spike price reduced from $10,900 -> 10,000
  • xx3 Shimmer tower range increased from 40 -> 60
  • xx5 Prince of Darkness tower range reduced 80 -> 60
  • xx4 Necromancer base Zombie travel distance reduced 250 -> 175
  • 104 Necromancer base Zombie travel distance remains at 250
  • xx5 Prince of Darkness base MOAB travel distance reduced 300 -> 225
  • 105 Prince of Darkness MOAB travel distance remains at 300
  • xx5 Prince of Darkness base BFB travel distance reduced 200 -> 150
  • 105 Prince of Darkness BFB travel distance increased from 200 -> 225
Super Monkey

We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay.
  • 2xx Plasma Blasts pierce 3 -> 2
  • 2xx Plasma Blasts price 4500 -> 3000
  • 3xx Sun Avatar $22,000 -> 20,000
  • 3xx Sun Avatar pierce is unchanged from the above reduction
  • x3x Robo Monkey $8400 -> 8000
  • xx3 Dark Knight $5500 -> 5600
  • xx4 Dark Champion gains bonus damage to Ceramic -> +2
  • xx5 Legend of the Night price reduced $240,000 -> 200,000
  • xx5 LotN passive ability cooldown will carry on if the tower is sold and rebought.
Druid

Druid base price has been reduced slightly to fit it in a little better as a starter choice.

Top path has had a number of buffs to help with both price and consistency in control over regular bloons through higher tiers. Superstorm has had a rather big price buff, however to prevent it locking up games in a boring stall state the blowback distance against ZOMGs has been halved.
  • 000 Druid price reduced from $425 -> 400
  • 3xx Druid of the Storm price reduced from $1850 to 1650
  • 4xx Ball Lightning's Storm blowback at T4 improved minimum 100 -> 150
  • 4xx Ball Lightning's Storm blowback at T4 improved maximum 200 -> 250
  • 4xx Ball Lightning's Storm pierce increased at T4 from 30 -> 60
  • 4xx Ball Lightning price reduced from $5100 -> 4500
  • 4xx Ball Lightning now has Cold Front MK freeze chance by default
  • Cold Front MK now increases chance from 25% -> 100
  • 5xx Superstorm price reduced $80k -> 65,000
  • 5xx Superstorm blows back ZOMGs for half the distance
Monkey Village

To improve the consistency of Primary Expertise as a long range cleanup the attack rate has been increased.
  • 5xx Primary Expertise attack delay 3s -> 2.5
Engineer

To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set.
  • 014 Bloontrap: Picking new target expires current Bloontrap & places new one
Quincy

This upgrade didn’t have enough impact so late in the game and upgrade tree.
  • Lv17 now increases Quincy Explosive Arrow frequently from every 3 -> 2 shots
Admiral Brickell

To help Brickell excel a little better at her thematic niche of water support, we have added a small permanent buff to all water in her radius to allow her to give them a bit of extra juice even during ability downtime. Additional minor buffs to her main slow-hard hitting revolver attack as she levels up.
  • Lv8 Also grants a permanent +1 pierce to all water towers in radius
  • Lv15 Revolver attack damage increased from 7 -> 9
  • Lv17 Revolver attack damage increased from 7 -> 11
Looking Forward
Thanks for reading to the end! Along the lines of the Preview Notes and in an effort to share more about what we’re working on next, for BTD6 we’ll plan on including in each major update a few notes about what we’re working on next. We don’t mean to overshadow discussion and feedback on the current update - it’s most important for us to hear what you like and don’t like about what we’ve just released. But we do want to bridge what we included in an update with what the community might have wanted in the update but didn’t get, as maybe what you’re missing is exactly what we’re working on next. In the cases where what you’re keen on is not planned in the next update either, that’s where we can have more good discussions on Reddit and Discord, so looking forward to hearing from you there!

Notes below are our planning, not our promises. Features can be derailed for many reasons, so we won’t be talking dates or commitments, just about what we’re working on, and we hope that is understood and still valuable.
  • Update 31
    • New Hero - Geraldo the Mystic Shopkeeper! A dynamic and multipurpose support Hero, Geraldo adds items to his shop with each level gained. From Action Figures that gain value to Genie Bottles to pet bunnies that merge and morph, stay tuned for more news about Geraldo.
    • New Boss - Vortex! Flying into BTD6 to speed Bloons and stun towers, Vortex will change up Boss strategies yet again!
    • Expect a new beginner map, trophy store items, and the usual sweep of fixes and balance changes
    • Other things in progress but need to see if they can land in the update - Hero Screen UI revisions, Twitch Drops, Ninja Kiwi Friends system, new Challenge victory conditions (least/target cash used; least/target upgrades used)
  • Further Out
    • These are elements that will not be in Update 31 but we’d like to see happen this year
    • New Bosses and Paragons - we’re absolutely building out the variety here for more dynamic Boss events and Paragon options; Monkey Engineer is next on the Paragon list, representing the Support Category
    • Contested Territory - we’re super excited to be thinking about bigger ways to play together and Contested Territory is a great model for making a large scale, team-centered, asynchronous Challenge; we’re not looking to make BMC inside BTD6, nor are we saying there won’t be the spiritual successor to BMC in the future; we just have a great event that is inspired by BMC and we’re digging into it
    • Mods - in response to the many questions about Mods over the years and recent direct questions from Tewtiy and others, we are looking into the technical restructuring necessary to properly support Mods while keeping the integrity of the existing game intact, especially leaderboards; we’ll approach this from a multi-year, sequential goal perspective, starting with a Tower Editor/Creator first
Thanks for reading and we look forward to your feedback on Update 30 and our future plans.
Bloons TD 6 - Blue

Bloons TD 6 v29.0 - Update Notes!
Key New Features
  • New Paragon Tower: Navarch of the Seas!
    • Bringing all 3 paths together under the command of a sharply dressed, market-savvy, pirate-code-adhering military arch-commander. No need for a bigger boat here.
    • We enjoyed bringing Navarch into the mix as it covers both military category and water-heavy maps. With an emphasis on boat farming, destroyer spam for early rounds, and pop farming with active use of hooks it makes it a very different and fun road to Paragon. Portable Lake spam in non-ranked games has also led to some good laughs.
  • Co-op Lobbies 2.0!
    • We have condensed the UI flow of co-op lobby creation, allowing more options to be picked after creating the lobby instead. Number of slots, Map, Difficulty & Mode are now all instead chosen within the lobby itself.
    • Once made public, these elements cannot be changed, in an effort to prevent co-op teams coming together but then bailing if the host changed settings.
    • Along with this Local Join Lobbies will now display player profile/avatar/banner rather than the map, as these feel like more important factors in a local search situation now.
    • Co-op quick match buckets reworked into: Any game, Medium Game & Long Game. The removal of short/easy button is a response to players mostly choosing longer games and in the interest of encouraging players to try more options, even if they have to lean on and learn from their teammates. Short/easy games will still come up in Any searches, and players who want that can Create Match and make that public for other Any players to join.
New Awesome
  • New Intermediate map: Quiet Street
    • Chill out and enjoy the holiday here! Doubles up Trophy Store tracks Winter Nights (new) or Sunset - Silent really well.
    • Might look easy but side by side paths can create pierce-through issues when you least expect it
  • New Hero Skin: Ezili - Galaxili skin
    • And so she’s back, from outer space…
    • Galaxili’s vibe is very different from her main, we hope you enjoy the way she reaches for the stars
  • New Achievements: Davids vs Goliath, So Spiiicey Ninja Kiwi, No Harvest, Student Loans, <redacted>
  • New Trophy Store Items
    • Heroes: Psi Bison pet
    • Monkeys: Village - Australia Flag
    • Co-op: Emote - Cool Ben, Emote - Biker Bones Rage
    • Game & UI: Time Stop Matrix skin, Avatar 52 - Boomerang, Avatar 53 - Pirate Captain, Avatar 54 - Geometric Quincy, Music Track Winter Nights Chilled Mix
  • Limited Time only trophy items:
    • We tried to make these extra fun to grab with enough time and Trophies over the holiday to do so
    • Avatar 55 - Star Topper Adora, Mortar - Snow Explosions, Doomsleigh DDT skin, Elf Hat Bloons decal, Energised Christmas Tree totem
  • Community Winner banner trophy items:
    • Leaping Into Space: Player Banner 8, community winner Galaksyz
    • Face The Sun: Player Banner 9, community winner Bohrokki
Big Changes / Additions
  • Added 2 new sliders for people to play with in the Challenge Editor. An Ability Cooldown % modifier as well as a Removable Object cost modifier. Maxing out this Removable Cost modifier in either direction will either make all removables Free or completely Disabled for interaction. (So to the No Corn Chimps gang, enjoy!)
  • Added some stat tracking for players to view on Daily & Advanced Challenges
  • Round ramping for deep freeplay has been increased on rounds 251, 301, 401 & 501, ramping on round 152 has been pulled back to 151
  • Continues & Restarts in co-op will now send a message to other players saying that they have been used
  • New Co-op Callouts: Boss Crusher, Well Rounded, Endless Power!
  • Leaderboards for co-op boss events will now be able to display up to a 100 total ‘teams’ for each category rather than just 100 ‘players’ for each; we didn’t want the lists to get too long and cumbersome, but most people wanted long lists (hopefully not cumbersome!)
  • Added individual stat tracking for Heroes & Hero skins to profile. This unfortunately cannot be retroactively recorded, as these were not part of existing stats that we could bring forward. We hope players will see the silver lining and start chasing high stat counts for heroes and alts into the New Year.
Bug Fixes & General Changes
  • Resolved a number of UI, interaction, and feedback issues. Full disclosure many of these were related to toolkit upgrades and internal changes necessary to support the console development that we are in late stages on. It is critical work and we’re using it to improve flow where possible but changes inevitably make bugs. Thanks for your patience on this and we hope that being able to play 4-player couch co-op on PlayStation and Xbox sometime next year will make up for it.
  • A lot of general polishing improvements made to the new Review Mode
  • Resolved a number of localization issues
  • Behind the scenes optimizations in multiple places
  • Resolved an issue with lives not being restored after a short delay when hitting 0 in sandbox
  • Resolved issues around Boss events not correctly assigning victory after defeating tier 5
  • Resolved a number of issues with co-op reconnection
  • Resolved an issue preventing some android issues loading correctly
  • Review Mode has been removed from apopalypse as the design for this mode is incompatible with Review at this point
  • Resolved some high resolution broken UI issues
  • Resolved an issue with removing 2 trees on Dark Castle at the same time bugging the animation to remain permanently on screen
  • Odyssey no longer visually shows ‘claimed’ on maps for first time completion
  • Resolved a rare crash when removing obstacles in maps
  • Resolved an issue with co-op daily lobbies not listing correct rewards
  • Resolved an issue with Tech Bots remaining floating on water after selling an Ice Monkey they were floating on
  • Resolved a UI selection issue that would occur after quitting to menu from a boss event
  • Medal tooltip text should again display on tap and hold action for iOS and Android
  • Fixed some visuals on normal version Lych boss models
  • Resolved an issue with tower vision not always correctly visually updating after nearby removable objects have been removed
  • Added proper sound effects to the Confetti Pops trophy store item
  • Added helper text to boss mini leaderboard
  • Resolved some minor texture resizing issues
  • Resolved a number of issues with Odyssey custom roundsets
  • Changing avatar in co-op lobby should now correctly save changes
  • Fixed text clipping & button alignment related to some UI menus
  • Resolved an issue with Insta Monkey Loot icon not matching the correct tier background in some menus
  • Resolved certain symbols not being enterable into webview for login
  • Reset challenge for individual maps in Odyssey Creator should now work correctly
Ice Monkey
  • 401 & 501 Ice Monkeys should now be able to stack their debuffs correctly without the Larger Radius crosspath overwriting the effect
  • 150 Absolute Zero should no longer apply an inconsistently weaker Permafrost
Mortar Monkey
  • 103 Signal Flare Camo removal AoE is now affected by the 1xx Bigger Blast crosspath
Wizard Monkey
  • x5x Wizard Lord Phoenix permanent phoenix should no longer sometimes not take external buffs depending on build order
Ninja Monkey
  • 022 Caltrops gain distraction chance from crosspath
  • 023 Sticky Bombs gain distraction chance from crosspath
  • xx3 Ninja Monkey Flash Bomb should no longer apply stun visuals to MOABs since it does not stun them
  • Ninja Paragon sticky bomb attack should now correctly create an aoe when it destroys the target
Druid
  • 5xx Superstorm no longer behaves differently in sandbox and real games
Monkey Village
  • xx5 Monkeyopolis should now always benefit from the cash buff from another xx4 Village
Captain Churchill
  • Resolved some background rogue spaghetti impacting performance; nothing worse than rogue spaghetti in a tank
Ezili
  • Lv7 Ezili Sacrificial Totem now functions independently and stacks with Village buffs
Pat Fusty
  • Lv13 should now correctly increase stun duration
Desktop Version
  • The "Windows" key should no longer be assignable as a hotkey due to issues caused with its normal functions
  • Resolve a number of input issues raised in the latest Unity update
Balance Changes
Boomerang Monkey

Just a cool/fun factor and “because it should” reasoning here honestly, not necessarily necessary but we think it fits.
  • 501 Long Range Rangs now increases area of Orbits by 15%
Separately, we noticed the Glaive Dominus press knockback’s actual explosion was only dealing a fraction of the damage of any other part on this upgrade, this combined with it pushing targets out of the tower’s radius made it somewhat stally so we juiced up the power of this explosion significantly.
  • Paragon Press Attack: Explosion damage increased from 100 -> 2500
  • Paragon Press Attack: Explosion bonus damage to boss + 5000
  • Paragon Press Attack: Fire DoT increased from 100 -> 500
Glue Gunner

Since glue gunners can’t work together as we all want them to and we could not bite that off for this update, for now have decided to do more for the top and middle paths themselves.

Bloon Solver’s single target power feels like it ramps slowly on larger targets, and while it is mainly a grouped cleanup, we decided to give a nudge here with bonuses to large targets to help with higher round falloff.
  • 4xx Bloon Liquefier DoT deals +1 damage to ceramic
  • 5xx Bloon Solver DoT deals +1 damage to MOAB Class
Glue Strike doesn’t seem to hold up to any other option in a similar role, so we’ve doubled down on its support factor with a new role and are hoping for more synergy to emerge there.
  • x4x Glue Strike ability now weakens Lead Bloons allowing them to take sharp damage
  • x4x Glue Strike bonus damage taken while glued increased from 1 -> 2
  • x5x Glue Storm bonus damage taken while glued increased from 1 -> 2
Monkey Sub

The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we’re finally sorting that out and making sub a little angrier.
  • 400 Reactor sub damage type changed from Normal -> Shatter
  • 420 Reactor sub damage type remains as Normal type
Increasing the strength of the basic Ballistic Missile attack on the Pre-Emptive Strike sub, so that it can bring a little more to the table after the initial single hit on each spawn.
  • Pre-Emptive Strike missile damage increased from 1 -> 10
  • Pre-Emptive Strike missile ceram damage increased from 10 -> 15
  • Pre-Emptive Strike missile MOAB damage increased from 10 -> 15
Dartling Gunner

The MAD has come to stand out far too much in any Boss situation, often feeling like a crutch that must be used due to how perfectly it fits the Boss situation even though it wasn’t appreciated a great deal before that content was added. We’ve tried to pull it back in this situation with lowered damage per hit while making up for some of this lowered damage with increased pierce.
  • x5x MAD damage to MOABs reduced from 750 -> 550
  • x5x MAD pierce increased from 8 -> 12
The bottom path Bloon Exclusion Zone on the Dartling has had a lot of talk about damage types, with points raised on the viability here due to the high price. It did recently get a strong buff from the T3 up, but in order to work more into other synergies we have decided to finally do a damage type change here as well, starting from early on in the path.
  • xx2 Powerful Darts damage type from Sharp -> Shatter
Wizard Monkey

As Wall of Fire still stands out too much for a Tier 2 upgrade, it is seeing a nerf with some power being shifted further up to the T3 instead. In contrast, Fireball continues to underwhelm, so is seeing an initial buff plus a larger buff at T3.
  • x2x wall of fire tic rate decreased from 0.1s -> 0.15s
  • x3x wall of fire tic rate increased back to current 0.1s
  • 021 pierce bonus to wall of fire reduced from 5 -> 4
  • x1x Fireball fireball's attack delay reduced from 3s -> 2.2
  • x3x Dragon's Breath fireball's damage increased from 3 -> 9
Druid

While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section.
  • x4x Jungle Druid range reduced from 55 -> 45
  • x5x spirit of the forest thorn pile damage increased from 1 -> 5
Spike Factory

While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up.
  • 042 Spike Storm ability will benefit from the xx2 crosspath start of round speed increase
  • x4x Spike Storm now allows spikes created from the ability to last past the end of 1 round
Super Mines gets damage - to stand it out in Bosses more.
  • 5xx Super Mines Base Spike damage increased from 10 to 50
  • 5xx Super Mines Base Spike ceramic bonus increased from 6 -> 20
  • 5xx Super Mines Base Spike fortified bonus increased from 1 -> 15
  • 5xx Super Mines mini explosion damage increased from 10 to 20
  • 5xx Super Mines mini explosion ceram bonus of 10
  • 5xx Super Mines mini explosion fort bonus of 5
  • 5xx Super Mines Large Explosion ceramic/moab bonus reduced from 2 -> 0
  • 5xx Super Mines Large Explosion fortified bonus increased from 1 -> 250
  • Editorial: There is no such thing as any kind of ‘max spike limit’ and never has been. Just putting this out there, as we don't know who started that rumor but certainly don’t need to keep spreading it.
Engineer

Engineer’s bottom 2 paths have a heavier support focus, so to start them off a bit easier we have shifted some starting cost out and into the non-supportive path. For the sake of further improved crosspath potential, we have also re-envisioned the ‘Larger Service’ crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam
  • Base price reduced from $450 > 400
  • 3xx Sprockets price increased from $525 > 575
  • 030 Cleansing Foam gains targeting for the Cleansing Foam
  • 014 Bloontrap gains targeting for the Bloontrap from the Larger Service crosspath
Gwendolin

Similar to Wall of Fire, Gwendolin’s Cocktail gains too much strength in grouped situations too early on and so this power has been pushed to higher levels.
  • Lv3 Cocktail of Fire’s pierce refresh rate slowed from 0.1 -> 0.2
  • Lv3 Cocktail is no longer able to innately ignore Purple Bloons
  • Lv7 Cocktail of Fire’s pierce refresh rate increased back again from 0.2 -> 0.1
  • Lv16 Cocktail of Fire can once again damage Purple Bloons
Obyn Greenfoot

As a ‘druid buffing’ hero, Obyn has in actuality been a bottom path druid buffing hero, so we’ve tweaked a couple extra levels to give more path specific bonuses to other druid paths that weren’t benefiting as much from his wizened presence, regardless of whether your Obyn says “Fries” or “Clive”. Also since we worked out how to do more advanced targeting for the engineer anyway, this has been applied to Wall of Trees too. We considered brambles as well but prefer the early game variety, didn’t want brambles and WoT to appear at the same spot, and didn’t want to overcomplicate with 2 targeted placements, and WoT is clearly the more important.
  • Lv5 All your Druid of the Jungle have increased range +20%
  • Lv9 All your Druid of the Storm projectile radius increased +20%
  • Lv9 All your Druid of the Storm have MOAB damage +1
  • Lv10 Wall of Trees now gains a Set Target option
  • Lv12 All your Magic Monkey abilities cooldown 5% faster
Psi

Psi’s Psionic Scream often didn’t feel as satisfying if a lot of the blown back targets rolled a minimum distance, so we have upped the minimum distance that it can blow back
  • Lv10 Psionic Scream minimum blowback increased from 10 -> 50
Monkey Knowledge

Gorgon Storm clearly released overtuned for a single knowledge point due to the way it works with large numbers of projectiles applying consecutive stuns. It will still be extremely powerful even after this, but should be harder to achieve an actual permastall on MOABs most of the time.
  • Gorgon Storm stun duration on MOAB class bloons reduced from 0.5 -> 0.1
Bloons TD 6 - TrippyDippyTarn
Bloons TD 6 v28.0 - Update Notes!
Key New Features
  • Co-op Boss Events!
    • Play with friends or open up a public match and find how much fun co-op bosses can be
    • Don’t be Player 3 - coordinate farming and placement to tip the fun:frustration ratio to the fun side (frunstration isn’t a word but should be)
  • Ranked Boss leaderboards!
    • Not content with just co-op Bosses, we wanted to give extra challenge through ranked play
    • While not a race, Ranked Boss games time your play while the Boss is onscreen through the completion of the round on which the Tier 5 Boss is popped
    • Leaderboards are unique for 1p, 2p, 3p, and 4p so you can show up on multiple leaderboards but you will only receive rewards for your best normal and best elite placement
    • Note there are timer penalties for stalling, so don’t try a stalling strat. Careful with those Cripple Snipers; put them on First.
  • New Boss added - Lych, the Gravelord
    • While some BTD fans want to see all of the known BMC bosses, we wanted to make it clear that we are committed to introducing new content and mechanics to keep the BTD universe dynamic and challenging
    • True to its name, Lych draws power from others, draining buffs from Monkey Towers and stealing any Monkey’s lifeforce when sold to heal itself (avoid buff Alchemists and other familiar activated boosts!)
    • When damaged to a Skull level on its health bar, the Lych is ethereally immobilized as it revives undead MOAB class Bloons, releases the stiletto-fast Lych-Soul, and steals lives as long as it remains ethereal
    • Revivified MOABs and the Lych-Soul must be destroyed before Lych will return to normal state
    • Due to their sheer awesomeness, Heroes are immune to the Lych’s buff drain effect
    • The Lych can revive all MOAB class Bloons besides BADs
  • New Paragon - Ascended Shadow Ninja
    • To combat this new evil, the Ninja Paragon unleashes its triple mastery on Boss Bloons
    • Painfully expensive but deals incredible damage, especially at high Degree
More New Awesomeness
  • New Beginner Map - The Cabin, perfect for a dark, spooky night’s play
  • New Hero Skin - Viking Sauda brings all the axetasticness
  • New Achievement - Perfect Paragon
  • New Boss Music track - Onslaught will play with Lych events but is not exclusive to Lych (not going to be a new music track per Boss, for game footprint issues)
  • New Trophy Store Items
    • Heroes: Sentai Churchill Scifi Drone pet
    • Monkeys: Monkey Village Canada flag, Glue Gunner Rat pet, Buccaneer Narwhal pet, Bats Upgrade FX
    • Co-op: Pleeeease Monkey Emote, Panic Monkey Emote
    • Game & UI: Sun Temple Banner, Best Ben avatar, Action Psi avatar, Community Avatar Lead Zeppelin by waywardzuck
  • Limited Time only
    • Hockey Mask limited Halloween avatar
    • Vampire Hunter Engineer projectiles swap
    • Jack-o-Lantern ZOMG
    • Vampire Cape Bloons
    • Haunted House music track
    • Ghosts’n’Candy Banner
Quality of Life & Other Additions
  • Added a ‘Review Map’ option to all game modes which will allow you to look over your towers after any victory or defeat, mainly to look at Monkey pop counts for bragging rights or to optimize strategies
  • Load Checkpoint option has now also been added to the Pause Menu during Boss Events
  • Rich presence messages updated for player created odysseys
  • Rich presence added for bosses
  • Highest round stats added to profiles for both CHIMPS and Deflation
  • Added Refresh button to race leaderboard
  • Races now have a pause delay which will incur a penalty for pausing too frequently; the idea of a race is a strategic sprint - one fast run with your best thinking in the moment
Bug Fixes & General Changes
  • Avatar 44 Description to include the correct name LV-223_Deacon.
  • When players quit to menu (rather than crashing) they will now immediately be removed and have their resources distributed instead of waiting for a rejoin.
  • Various fixes for co-op rejoining & host migration
  • Co-op callouts should no longer display on the defeat screen
  • Added a small double cash icon to the in-game cash display to show when it is active
  • Should now be less content required to be downloaded between versions
  • Collection event bonus is now shared from the Host in co-op
  • Free Race attempts will now prevent a Race Pass from being used
  • Custom user banners now show in more locations
  • Some general UI & Localization fixes
  • Towers should no longer be redistributed to removed co-op players when multiple players are removed from any co-op session
  • Loading a boss save will now pause
  • Optimized music tracks behind the scenes
  • Game will now on launch check if a co-op lobby actually still exists before showing the rejoin message on main menu
  • Resolved low-resolution Powers icon as challenge reward
  • Round-send flag and comparison timer fixed in Race mode
  • Resolved an issue that was being really mean
  • Paragon cost on the upgrades screen will now update based on game difficulty
  • Resolved a few issues with Boss Music Tracks playing/not playing at correct times
  • Obsolete patch notes button removed from main menu
  • Resolved an issue where Paragons were displaying as 6-0-0 upgrades on victory callouts
  • In Challenge Editor Reloading Last Round then returning to menu immediately will no longer delete the save
  • Insta Monkey Menu now loads correctly if viewed in game
  • Boss event state is now saved immediately when Boss is defeated.
  • Nonfunctional close button removed from *Waiting for end of round* message box.
  • Buff Icons now show on Monkey Farmers
  • Resolved some final issues with the sword on Ravine so Setk can get his black border
  • Hero Selection for Boss Events is now not displayed as an option if no selected hero is allowed under the challenge rules
  • Muting players while they are emoting will no longer cause some emotes to loop
  • Resolved an issue where creating a Paragon with a tower inside a Heli during redeployment or Door Gunnerisim would cause a crash
  • Resolved a co-op softlock that could occur when playing with other players on a bad connection
  • Removing camo from a Neon skin DDT when other players in the match have the shark skin will no longer change the DDT into a Shark skinned version
  • Lotus flowers once again remember their ready state when loading a save
  • Degree 1 paragons will now also deal double damage to Elite Bosses. Previously this bonus was not applying until at least Degree 2
  • Co-op resync can no longer re-assign map areas to a disconnected+removed players
  • Resolved some issues with not receiving mini race rewards
  • Resolved an issue with profiles loading incorrectly in offline mode
  • Resolved a softlock that could occur with 2 players attempting to rejoin into the same co-op lobby at the same time
Boomerang Monkey
  • 502 Glaive Lord with Red Hot Rangs crosspath will now use the red-tipped glaives projectile for rotating glaives
Mortar Monkey
  • Mortar Monkey's new decamo AoE at xx2 should no longer apply to DDTs without Paint Stripper MK
Super Monkey
  • Named monkey stats will track cash generation on super monkeys now.
Alchemist
  • x3x Unstable Concoction damage again increases for Fortified Bloon variants
Druid
  • First child of Bloons popped by Spirit of the Forest should take damage again
  • Reworked some functionality around chinooking a Spirit of the Forest
Banana Farm
  • x3x Monkey Bank resolved an issue where fractional cash amounts could sometimes round up instead of down
Engineer
  • Alright, Sentry Paragon is now a Champion.
Gwendolin
  • Resolved issues with Gwendolin Lv17 firestorm’s Heat it Up buff
Striker Jones
  • Strikers Parachute drop placement animation should no longer break if you sell Striker after using it, and place him again
  • Resolved an issue that could cause Strike Jones’ attack animations to permanently break
Benjamin
  • Resolved Benjamin’s Trojan displaying the wrong cash gain sometimes
Ezili
  • Resolved an issue that could cause Ezili’s attack animations to permanently break
  • Resolved an issue where Ground Zero could cause Ezili’s MOAB Hex to not remove children
Pat Fusty
  • Lv3 Rallying Roar buff will now pause between rounds
Adora
  • Joan of Arc Adora’s ball of light should display correctly at all times
Admiral Brickell
  • Lv3 Navel Tactics buff will now pause between rounds
Psi
  • Psi should now inherit Monkey Town buffs more consistently
Desktop Version
  • Added 2 extra cursor options which will increase size, note that these options will result in a less precise cursor under intensive situations.
  • Holding a tower hotkey down once again allows you to place multiples
  • Resolved some slow mouse scroll issues in Challenge Editor
  • A bug; Due to some changes to the latest version of the engine, issues have risen with the first click returning the game to the foreground after being backgrounded. We have put our own temporary fix in place for now which may mostly resolve this for the time being but are also in talks with Unity about a true resolution.
Balance Changes
Camo Prioritization

Instead of saying the same thing each time; many specific crosspaths that add a ‘camo specialty’ to a tower end up being viewed as rather inferior crosspaths due to camo being quite available to pick up through other methods. To give these upgrades more use even with other forms of camo reveal in play, we have added a brand new Camo Prioritization option that is added to the towers when taking this crosspath. When enabled this filter combines the selected target method with Camo Prioritization (e.g. Strong Camo would work through all Camos in strength order, then revert to normal Strong until any new Camos show up). Individual Monkeys are called out below.

Stall Farming

Farming methods involving stalling out games for theoretically infinite amounts of time have been around since previous games in the series, and we set out to stop a few of them with BTD6’s launch but still allowed some to linger on due to how difficult they were to perform. Nevertheless these time-consuming methods don’t fit the spirit of the game and while tedious to perform they have sparked certain mindsets that they need to be used when things get too hard. We have chosen to now add in a 3 minute timeout preventing further use of any Cash Generating abilities within any single round to end any remaining cash value in this ‘infinite stalling’ of any single round. This allows players to continue to use this strategy, but only to a specific, limited extent, so strategies can be planned around this; we hope players will agree this is a fair compromise.

Dart Monkey
  • xx2 Enhanced Eyesight now grants Dart Monkey the new Camo Prioritization filter
  • Dart Paragon has had a slight performance change to improve bit rate issues when streaming. This will not change power in any way
Boomerang Monkey

While the higher tiers are quite good, Bionic Boomerang does not feel like a strong stepping ston, and 052 is still mostly considered an inferior crosspath due to base tower damage already being high, so Bionic’s ability increase to damage has been increased further. MOAB Domination’s MOAB damage has been increased to give it a little more power than just stalling & finally we’re tweaked up some of the numbers on Boomerang Paragon’s damage to even out some parts of it that were not contributing effectively
  • x3x Bionic Boomerang MOAB damage bonus increased from 1 -> 2
  • 052 Red Hot Rangs ability bonus damage increased from 8 -> 10
  • xx5 MOAB Domination damage on MOAB throw per hit increased from 20 -> 25
  • Boomerang Paragon burn DoT damage tic increased from 50 -> 100
  • Boomerang Paragon Shred DoT damage tic increased from 250 -> 750
  • Boomerang Paragon rotating glaive base damage increased from 20 to 42
Bomb Shooter

While MOAB Maulers are a current popular meta the base bomb shooter is unaffordable early on for the little contribution it can make at early levels when not much pierce is really needed, so some cost has been moved out of the base upgrade and into the Mauler with an overall price increase to Mauler. We’ve acknowledged that Frag Bombs have felt like an inconsistent crosspath both in what they add to the tower and what they lose when upgraded further on their own path, so now in addition to frags popping Black Bloons xx2+ will allow all attacks from the tower to pop Black.
  • 000 Bomb Shooter base price decreased from $600 -> 525
  • 030 MOAB Mauler price increased from $900 -> 1,100
  • 002 Frag Bombs upgrade now grants ‘fraggy explosions’ which allows all explosions from the tower to pop Black Bloons
Ice Monkey

Embrittlement being a ‘camo reveal’ has not been viable due to the price, so T2 Metal Freeze has been granted camo detection to allow this tower to somewhat hold off camos while it saves up to become a reveal. Additionally Embrittlement will now be able to target and debuff MOAB Bloons for the smaller damage bonus without needing to be upgraded to T5. Additionally some smaller price nerfs have been made along the lower tiers of bottom path as each of these upgrades has been standing out a little much.
  • 2xx Metal Freeze can now target camo
  • 2xx Metal Freeze price increased from $300 -> 350
  • 2xx name change from ‘Metal Freeze’ to 'Cold Snap'
  • 4xx Embrittlement can now target and debuff MOABs but not slow them
  • xx1 Larger Radius price increased from $100 -> 175
  • xx2 Re-Freeze price increased from $200 -> 225
  • xx3 Cryo Cannon price increased from $1750 -> 1950
Sniper Monkey

No wrist enjoys spamming cash drops, so sniper’s random cash drop has been standardized around a higher amount with slower cooldown for an overall buff. As middle path sniper has been feeling to be in a good spot with alchemist buffs, but other uses of sniper shrapnel weak due to lack of alchemist buff, we have decided to swap alchemist buffability over from the number of bounces to the power of the shrapnel itself.
  • x2x Night Vision Goggles now grants Sniper Monkey the new Camo Prioritization filter
  • x4x Supply Drop: Cash Generating abilities now have a 3 minute timeout
  • Sniper x4x cooldown increased from 60s -> 90
  • Sniper x4x cash produced increased from a range of $500-1000 to a flat $1200
  • Sniper x5x cash produced increased from a range of $1500-3000 to a flat $3000
  • 020 Shrapnel Shot, shrapnel on all crosspaths is now able to receive any external buffs
  • 030 Bouncing Bullet is no longer able to receive external buffs to the number of bounces
  • 004 Full Auto Rifle price reduced from 4750 -> 4250
  • 004 Full Auto Rifle dmg type changed from Normal -> Sharp
  • 005 Elite Defender dmg type changed from Normal -> Sharp
Monkey Buccaneer

Bottom crosspath feels behind compared to others here, so in addition to the new Camo Prioritization filter Longer Range on this path will now also grant bonus pierce. Favored Trades stacking was never intended to be a feature but we previously updated the description to support the stacking instead of changing functionality, so this has now been corrected.
  • xx1 Longer Range now also grants +1 pierce to most Buccaneer projectiles
  • xx2 Crow’s Nest now grants Buccaneer the new Camo Prioritization filter
  • xx4 Favoured Trades no longer stacks the sellback rate buff to other towers.
Monkey Ace

Monkey Ace has had an overall rework to a lot of different upgrades in order to highlight the x1x Exploding Pineapples upgrade as a buff to all explosives, in addition to this Spectre has been reworked to have less base pierce but a higher damage bonus to Ceramic Bloons in order to make the new option of a pierce crosspath more viable while also allowing it to carry on better into the endgame against Super Ceramics.
  • 300 Fighter Plane Missiles pierce increased from 3 -> 4
  • 400 Operation Dart Storm Missiles pierce remains 4
  • 310 Fighter Plane Missiles pierce increased from 3 -> 6
  • 310 Fighter Plane Missiles radius increased from 30 -> 34.5
  • 410 Dart Storm Missiles pierce increased from 4 -> 6
  • 510 Sky Shredder Missiles pierce increased from 5 -> 7
  • 004 Spectre Dart damage to ceramics increased from 2 -> 4
  • 004 Spectre Dart pierce reduced from 30 -> 15
  • 004 Spectre Bomb damage to ceramics increased from 3 -> 5
  • 004 Spectre Bomb pierce reduced from 60 -> 30
  • 014 Spectre Bomb pierce reduced from 60 -> 45
  • 014 Spectre Bomb radius increased from 20 -> 23
Heli Pilot

For similar reasons to Sniper, Chinook is a pretty annoying tower to farm with, so its ability has been standardized into a single producing both a life & a cash crate on a longer cooldown; the cash production of this has gone up while the life generation has been reduced as the power stood out too much compared to any other life generation method. MOAB Shove has had a missile attack similar to xx4’s mini comanches added to provide this path something extra for when the mini comanche are not active.
  • Heli x4x Support Chinook: Cash Generating abilities now have a 3 minute timeout
  • Heli x4x Support Chinook’s Supply Drop now drops life and cash crates together
  • Heli x4x Support Chinook’s Supply Drop cooldown increased from 60s -> 90
  • Heli x4x Support Chinook’s Supply Drop cash increased from $1000-2000 to $1800
  • Heli x4x Support Chinook’s Supply Drop lives produced decreased from 50-75 to 10
  • Heli x5x Special Poperations increases Supply Drop values to $4500 and 25 lives
  • xx3 MOAB Shove gains a ‘mini heli missile' attack with pierce 10 damage 1
  • xx4 Comanche Defense increases ‘mini heli missile’ pierce to 30
  • xx4 Comanche Defense increases ‘mini heli missile’ damage to 3
Mortar Monkey

Bottom path Mortar burns have been reworked to burn faster and last longer at all upgrades; the Extra Burny Stuff MK has been tweaked in order to keep it’s benefit the same comparatively to the new & improved base values.
  • xx2 Burny Stuff DoT duration increased from 3s -> 3.75
  • xx2 Burny Stuff DoT tic interval reduced from 1.5s -> 1.25
  • xx5 Blooncineration DoT tic interval reduced from 1s -> 0.75
  • MK: Extra Burny Stuff buff amount reduced 0.5s -> 0.25
Dartling Gunner

Even though we like the theme of the slow hitting upgrade, Buckshot has struggled to live up to its potential, so attack speed has been further increased through all tiers. Ray of Doom’s damage bonuses have been shuffled around in order to not be so weak against Super Ceramics as by the time anyone reasonably affords this SCs are the only ones you’ll be seeing.
  • xx3 Buckshot attack cooldown reduced from 1.8s -> 1.5
  • 5xx Ray of Doom damage increased from 5 -> 25
  • 5xx Ray of Doom MOAB Damage bonus reduced from 20 -> 0
  • 5xx Ray of Doom shock DoT damage increased from 15 -> 20
Wizard Monkey

Some general buffs have been made to Wizard’s abilities to give it a small boost. Prince of Darkness has been performing extremely well after all its buffs and this is nice after it underperformed for so long, but the round 81 change to counter reduced Bloon Children with bonus Graveyard per pop has made it sustain high levels of graveyard too easily, this bonus has been lowered a little.
  • x4x Summon Phoenix Ability cooldown reduced from 60 -> 45
  • x5x Summon Phoenix Ability cooldown reduced from 50 -> 45
  • x4x Summon Phoenix Ability damage increased from 4 -> 5
  • x4x Summon Phoenix Ability pierce increased from 6 -> 10
  • x5x Wizard Lord Phoenix Ability flaming ball travel range increased from 180 -> 250
  • xx2 Monkey Sense now grants Wizard Monkey the new Camo Prioritization filter
  • xx5 Necromancer ‘bonus grave’ after r81 reduced from 7 -> 13 to 7 -> 10
Super Monkey

In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. Dark Knights have been feeling strong with their stalling power but we don’t want to hit this too hard just yet so have reduced the slow amount slightly and restored it at the T4.
  • 5xx Sun Temple Military sacrifice total projectile size increase formula has been reworked to give an overall reduction in size for the sake of visual clarity
  • xx2 Ultravision now grants Super Monkey the new Camo Prioritization filter
  • xx3 Dark Knight lead/ceramic slow amount decreased from 100% -> 90%
  • xx4 Dark Champion lead/ceramic slow remains at 100%
Ninja Monkey

As ninja is the ‘Camo Specialist’ and has been since inception, it is the only tower that will unlock Camo Prioritization on the base tower. Master Bomber’s main flash bomb has also been buffed in damage slightly leading into the new Ninja Paragon.
  • Ninja Monkey now gains the new Camo Prioritization filter
  • xx5 Master Bomber Flash Bomb damage increased from 5 -> 10
Alchemist

Acidic Mixture Dip did nothing for Glue Gunners but alchemist would waste it on them
  • 2xx Acidic Mixture Dip will no longer pick Glue Gunners as valid buff targets
Druid

As an underused crosspath on this tower, Druid’s Hard Thorns will now allow them to counter all of its weaknesses instead of just frozen targets. Druid of the Storm has been reworked to more consistently blow targets back due to being stationary and slower firing compared to other upgrades that do a similar task. Jungle Druids have been reworked to have more offensive power at both T3 and the T4 while not being quite so good at farming
  • 1xx Hard Thorns now allows Thorns to pop all Bloon Types
  • 300 Druid of the Storm minimum blowback distance increased 33 -> 100
  • 300 Druid of the Storm maximum blowback distance reduced 300 -> 200
  • 3xx Druid of the Storm tornado radius increased from 13 -> 16
  • 5xx Superstorm price reduced from $90,000 -> 80,000
  • x3x Vine grab now drops spiky thorns to the track upon popping a target
    • Damage: 1
    • Pierce: 30
    • Pierce Refresh: 0.3
  • x4x Jungle's Bounty can now grab 2 different Bloons at once
  • x4x Jungle's Bounty ability cooldown reduced from 40 -> 60
  • x4x Jungle's Bounty ability cash amount increased from 200 -> 240
  • x4x Jungle's Bounty ability cash bonus per farm in radius increased from 100 -> 120
  • x4x Jungle’s Bounty: Cash Generating abilities now have a 3 minute timeout preventing further use in any single round
Banana Farm

Banana Farm’s xx2 upgrade is the inferior crosspath, so we’ve amped up the utility with the lazy aspect so that if it’s going to be inferior for production, it’s at least going to be extra lazy & less far behind. Additionally, as Monkey Wall Street is the least interesting T5 Banana Farm & doesn’t benefit from the Healthy Bananas MK it will now produce a base amount of lives each round
  • 032 Monkey Bank now autocollects at the end of the round it fills with no delay
  • xx1 EZ Collect now also salvages Bananas for 50% if uncollected
  • xx2 Banana Salvage, salvage value is now increased from 50% -> 85
  • xx2 Banana Salvage, now also increases this farm’s sellback rate from 70% -> 80
  • xx5 Monkey Wall Street now also generates 10 lives per round
Spike Factory

Some minor changes to a few upgrades on Spike Factory evening out some aspects of it.
  • 105 Permaspike pierce increased from 80 -> 90
  • 5xx Super Mines price reduced from $162,500 -> $150,000
  • 5xx Super Mines 'Small Explosion' pierce increased 20 -> 30
Monkey Village

Further enhancing the cooldown buff that is initially added by the T4
  • 5xx Primary Expertise cooldown buff for primaries increased from 10 -> 20%
Benjamin

Biohack would attempt to buff/debuff Paragons but do nothing.
  • Lv3 Biohack no longer picks Paragons as valid targets
Ezili

Ezili’s main attack was causing large problems behind the scenes due to it applying a stacking dot, but as stacks do not play nicely with other root level mechanics we’ve streamlined her attack into a much simpler DoT with some additional stat changes.
  • Ezili DoT can no longer stack
  • Ezili lv8 gains an on-hit moab damage bonus of 20
  • Ezili lv8 dot damage per tic to moab class increased from 20 -> 30
  • Ezili lv12 on-hit moab damage bonus increased from 20 -> 30
  • Ezili lv15 DoT duration increased by 50%
  • Ezili lv20 on-hit moab damage bonus increased from 30 -> 50
Bloons TD 6 - TrippyDippyTarn
Bloons TD 6 v27.0 - Update Notes!
Key Features
  • New Boss Bloon Event! Face off against the mighty hulk known as Bloonarius the Inflator!
    • In Events intended to run each week, the Boss will appear on a different map to enhance the variety of tactical decisions around economy and placement. Bosses start appearing at Round 40 and the Tier 5 appears at round 120. Each Tier Boss must be defeated within 20 rounds of its appearance or it’s Game Over.
    • Defeat the Tier 5 Normal Boss to unlock the Elite Boss for a whole new level of challenge. We mean it - Elite is bonkers monkey tough. Beating Tier 5 Normal and Elite Bosses award new badges to show off on Player Profile screens. An Elite badge is a true accomplishment - wear them with pride!
    • Boss Events feature a checkpoint save system instead of normal continues, creating a save at the start of each new Boss Tier.
    • Because of downstream Co-op and competitive Leaderboard features we intend to add in future updates, Boss Events can only be played while online.
    • Difficulty Fair Warning - Bosses are designed to be crazy challenging! If you are new to BTD6, make sure you can win most hard modes and really know how to farm well and maximize tower damage before you take on a Boss. Expect defeat. Nay, revel in it - bathe in anguish then emerge smarter, more capable, and with improved tactics that help you get further each time. If you have built up a stockpile of Powers and Insta Monkeys, feel free to use them - they are not required but they are certainly fair game. And, yes, build those Paragons...
  • New Paragon Tower Tier!
    • Paragon status granted to Dart Monkey and Boomerang Monkey, unleashing the might of the Apex Plasma Master and the Glaive Dominus!
    • Merge together all three Tier 5 upgrades of one Monkey Tower type to create an ultimate version that combines the powers of all 3 paths and deals incredible bonus damage to Boss Bloons.
    • Paragon Tier has a significant XP cost and can only be unlocked after unlocking the Tier 5 upgrade of all 3 paths.
    • In battle, Paragons gain strength by absorbing the power of all Monkey Towers of that type on the playfield - the greater the number and effectiveness of the Monkey Towers absorbed, the greater the Degree of Paragon you will create! Paragon Degrees start at 1 and reach a maximum Degree of 100.
    • Once created, Paragons cannot be buffed by other towers, nor can their transformation price be reduced.
  • Co-op Rejoining! We’ve been working on this for some time, and we are delighted to announce support for crashed/disconnected games. Player towers & cash will no longer be immediately distributed when a player disconnects but give time for the disconnected player to rejoin. If remaining players know the disconnected player won’t return or do not want to wait, disconnected players can be removed within the co-op menu depending on player position. Please note that some games will not be recoverable if multiple players disconnect at the same time, but this feature should greatly improve general co-op experience when one player drops for any number of reasons and wants to get back in.
  • Twitch Polls! Twitch Steamers and viewers take note, we now allow automated polling directly from the game to Twitch chat for viewers to vote on tower restrictions. We have more Twitch features planned for future updates, so if you have thoughts on fun streaming integration features for BTD6 please shout them out!
  • Every Day is Event Day! With Boss Events added, we will bridge the gap between Odysseys ending and the next week’s Odyssey starting. Odysseys will begin the weekend as usual, then Races a day later, then Boss Events that are intended to run until the next Odyssey starts. This allows access to all 3 Events over the weekend when most players have the most time to play and also keeps something special running every day of the week, in addition to our normal Daily and Content Browser Challenges.
  • Profile Banner Backgrounds! Customize the look of your Profile Screen background, and show off in leaderboards, co-op lobbies, and Content Browser entries! Look for these sweet profile backgrounds in the Trophy Store and don’t be surprised by the high trophy costs - you’ll know that players flairing these have earned the right to show off.
More New Awesome
  • New Intermediate map - Bloonarius Prime. Emphasis on the prime.
  • New Achievements
    • What is this new Bloonery?
    • Who's the Boss?
    • I'm the Boss
    • Like a Boss
    • Apotheosis
  • New Trophy Store Items
    • Heroes: Gwen Fireball placement animation
    • Monkeys: Butterflies Upgrade FX, Village Germany Flag, Village UK Flag,
    • Bloons: Neon DDT, Water Bloon Pop FX, Bucket Hat Bloons
    • Co-op: Next Round! Scary! emote, Fist Pump emote
    • Game & UI: Aerials Banner, Spirit Wolf Banner, Dart Storm Banner, Reactive Banner, Incoming Banner, Ezili Avatar, Spiked Ball Avatar
  • Community Winner avatars
    • Avatar 44 SAS Monkey - by LV-223_Deacon
    • Avatar 45 Blueprint - by dungeon-raided
  • Tweaks have been made to Freeplay Rounds 101-119 in order to balance out the length and difficulty in relation to the new Boss Events
Bug Fixes & General Changes
  • Custom Odyssey saves should now only show up under "My Saved Games", if the save has not been completed
  • Odyssey UI now supports room for even more rules to be applied
  • Added more of a visible difference between new/old Odyssey Browser challenges
  • When share is still locked in Odyssey Browser added a pop-up like challenges to explain why
  • Resolved a case where game close/crash on final round of Odyssey could cause players to have an unwinnable odyssey freeplay save
  • Resolved some Odyssey specific save issues
  • In Deflation, Hero 'cost to level up' should again update at the end of each round
  • Resolved an issue where launching Steam via the BTD6 executable could fail to start Steam and also cause the game to not load
  • Resolved some asset bundle caching issues on certain devices
  • Fixed up some problems with restarting on Ravine causing problems with the sword, though it’s not perfect yet.
  • Resolved some localization issues - thanks to the native speakers who report issues!
  • Resolved some rare crashes
Boomerang Monkey
  • xx5 MOAB Domination press attack should correctly explode even if it runs out of pierce
Bomb Shooter
  • 4xx Bloon Impact no longer applies a ‘stunned’ debuff to MOABs without stunning them
Sniper Monkey
  • 520 Cripple MOAB once again applies it’s stun asset and debuff correctly in all cases
Alchemist
  • 301 Berserker Brew’s Faster Throwing crosspath once again increases the rate of the Brew attack
Spike Factory
  • 5xx Super Mines damage for the main spike hit corrected from 2 -> 10
Monkey Village
  • x3x MIB will now correctly allow supported towers with Ice attack to pop Rainbow Bloons into Frozen Zebras
Engineer
  • x4x Overclock significant framerate loss issue resolved when linked to a tech bot without any target set for the Overclock ability
Gwendolin
  • Lv10 Firestorm no longer damages the screen with an additional instance of Heat it Up
Adora
  • Level 20 Ball of Light once again has sound when being cast
Desktop Version
  • Hotkeys menu on the in-game pause screen has been relocated into a PC-Only options sidebar next to the new twitch integration menu for affiliate streamers.
  • As mentioned above, Twitch Polls integration has been added for Affiliate & Partner streamers.
Balance Changes
Boomerang Monkey

Due to large memory leak issues with Glaive Lord’s stacking DoT which could not be resolved this upgrade has seen a rework to the DoT. Bionic Boomerang’s base attack rate has been improved to compensate for recent reworking of the 2xx Glaives Crosspath
  • 5xx DoT no longer stacks
  • 5xx DoT damage increased from 10 -> 100
  • x3x Bionic Boomerang attack delay reduced from 0.28 -> 0.238
Ice Monkey

Snowstorm’s duration has been improved to give it more bang for its buck as an alternate option to Ninja’s Bloon Sabotage, and Absolute Zero’s price has been reduced to bring it more within reach for a support upgrade.
  • x4x Snowstorm duration increased from 4s -> 6
  • x5x Absolute Zero price reduced from $26,000 -> 20,000
Monkey Sub

Ballistic Missile’s 230 crosspath has been in a confusing spot for a while where it functioned different to Advanced Intel, so it has been converted to function with Advanced Intel in the same way that any other Sub upgrade would. Additionally First Strike's secondary explosion has had its target count reduced slightly.
  • 230 Ballistic Missile now benefits from Advanced Intel's targeting in the same way as all other sub attacks to instead seek the radius from other towers on the map
  • x4x First Strike ability secondary AoE pierce lowered -> 80
Monkey Ace

Now allows you to find your center. Very zen.
  • xx2 Centered Path functions as normal until any path is set, but now allows players to set a center location similar to Heli Lock
Heli Pilot

As a small quality of life feature Chinook’s redeploy ability has been reworked to allow slight movements of towers in a single use, rather than having to move them away and then use another redeployment to move them back again.
  • x4x Support Chinook’s Redeploy ability is now ability to move a tower back down over the top of its current location
Mortar Monkey

Mortar Monkey has been given a T4 ability, since it didn’t have one and also to make up for Bloon Impact no longer triggering ‘stun debuff’ on MOABs when it hasn’t actually been stunning them. Signal Flare has had its camo revealing aspect reworked to make it more generally useful.
  • x4x Artillery Battery new ability 'Bombardment', for 8 seconds attack rate is increased by 4x & blast radius is increased by 15%, cooldown of 60 seconds
  • xx3 Signal Flare triggers a larger secondary AoE on impact with no weakness which reveals all camo Bloons size 50 & pierce 80.
Wizard Monkey

In order to allow for more strategic use of the birdy, Summoned Phoenix will now follow the set target priority.
  • x4x Phoenix now copies targeting of the Wizard
Super Monkey

Robo Monkey has never filled the super effective role it held in BTD5, so Dr Monkey has installed updated HUD targeting systems that now deal occasional critical hits. Additionally as the abilities on this path didn’t match up to their history or other Monkey Tower options (like Ground Zero) so they have been improved significantly in damage and increased radius.
  • x3x Robo Monkey is now able to deal critical damage on it’s hits
    • Criticals occur every 20 shots within the 15th-20th shot
    • Criticals deal a damage increase from 1 -> 10
  • x3x Robo Monkey price increased from $7000 -> 8400
  • x5x The Anti-Bloon criticals occur every 17 shots within the 13th-17th shot
  • x5x The Anti-Bloon criticals deal a damage increase from 5 -> 50
  • x4x Tech Terror Bloon Annihilation ability damage increased from 1000 -> 2500
  • x4x Tech Terror Bloon Annihilation ability radius increased from 60 -> 70
  • x5x Anti Bloon Bloon Annihilation ability damage increased from 3500 -> 5000
  • x5x Anti Bloon Bloon Annihilation ability radius increased from 110 -> 120
Ninja Monkey

To try and allow more strategic use Ninja’s Sticky Bombs will now use the targeting of the main tower instead of always Strong. Additionally as they weren’t feeling good enough in general Sticky Bombs will now deal a smaller amount of damage in an AoE to anything surrounding the main target.
  • xx4 Sticky Bomb now follows the tower's target priority for Sticky Bombs
  • xx5 Master Bomber now follows the tower's target priority for Sticky Bombs
  • xx4 Sticky Bombs now deals an additional AoE when they explode for 100 damage, 10 pierce and 40 AoE
  • xx5 Master Bomber inherits this new AoE and increases damage to 300
Druid

To allow for more strategy in placement, Druid’s Spirit of the Forest track vines are now more dense & deadly the closer they are to the main tower. Also by popular demand Avatar of Wrath’s 205 crosspath will now benefit from improved Lightning damage proportional to the RBE of Bloons on screen similar to the main thorns.
  • x5x Bloons outside 100 Range take current 2 damage + 8 to Multi HP
  • x5x Bloons within 100 Range will be hit for additional 1 damage +4 to Multi HP
  • x5x Bloons within 50 Range will be hit for yet another 1 damage +4 to Multi HP
  • 205 Avatar of Wrath now grants a slight portion of it’s RBE damage bonus to the Heart of Thunder lightning chains as well equal to 1 damage for every 6000 rbe on screen with a cap of +15 damage
Banana Farm

Given the relatively low value and use case of upgrading Banks further to IMF Loan, the overall incredible power of the Bank Deposits MK on Banks, and the fact that Banks are majorly considered to be the most powerful farm; we have decided to limit this incredibly powerful Knowledge point until the IMF Loan to both reign it in and give a little more back to that lacking T4 upgrade.
  • x3x Monkey Bank is no longer able to deposit cash from the Bank Deposits MK until the x4x IMF Loan and above
Spike Factory

Due to a number of performance concerns, the ability for the Spike Storm factory will no longer be able to benefit from a denser storm of spikes via stacking speed buffs on the base tower.
  • x4x Spike Storm ability will no longer benefit from increases to rate of fire
Adora

In order to just generally grant more value to this ability and develop strategy in what targets you want to pick to use it on and when, Adora's buff gained after sacrificing another tower will now scale based on the sacrifice's cost. Additionally as Sacrifice loses value when using it after Adora reaches the level 20 cap it now receives a large duration buff at that point.
  • Lv7 Sacrifice’s buff of 10% attack speed and range is now a ‘minimum’ amount
  • Lv7 Sacrifice’s buff value now increase by +1% for every $100 value of sacrifice made
  • Lv7 Sacrifice’s buff caps at a maximum buff of +25%
  • Lv20 now increases Sacrifice’s buff to +1% for every $50 value to a maximum of +50%
  • Lv20 now increases Sacrifice’s buff duration from 10s -> 60
  • Lv20 True Sun Transformation damage bonus increased 5 -> 8
Admiral Brickell

Due to much user concern with Brickell’s Sea Mines seriously overkilling weak targets and wasting themselves in this way, they now have a short delay between activations.
  • Placed Sea Mines now have a small delay, only setting off max 1 per 0.4sec
Sauda

While we feel Sauda’s power has been balanced fairly well, we have also felt that too much of this power is generally available while ignoring the synergies that she was intended to be built around.To correct this her damage will in total remain the same, but some key levels that increased damage will now instead buff her weakness bonuses. We would also like to make it clear that this has been in the works for some time and has nothing to do with the recent 1TC completion, so please don’t be mad at that person. This will mean fairly little to most players, who are not doing those sorts of challenges anyway.
  • Lv13’s damage +1 now instead grants +1 damage to Sauda’s Lv7 Bloon Weakness
  • Lv17 "main attack damage +3" reduced from 3 to 1
  • Lv17 now grants +1 damage to Sauda’s Lv7 Bloon Weakness
  • Lv17 now grants +1 damage to Sauda’s Lv11 Afflicted Bloons Weakness
Powers

As Timestop is not considered to be an actual application of ‘slowing’ it will now apply to all Bloon types including BAD. This is a unique case that isn’t going to be changed for any Monkey Towers, just the Timestop.
  • BAD Bloons are no longer ignorant to the passage of time
Temple & Freeplay balance

Temples feel like far too much of the bulk of total power in deeper Freeplay scenarios. While this is their role, ever since adding the hidden Vengeful version of the Temple the VTSG has pushed ahead so much that it nearly invalidates other freeplay tower options. While this change won’t completely alter that, we have scaled back temples compared to the new Paragons & expensive regular towers by reducing the damage bonus of 555 temple by 33%, and also roughly easing up on the freeplay health ramping of MOABs by a similar amount
  • 555 Super Monkey base attack damage reduced from 75 -> 50
  • 555 Super Monkey attack multiplier for sacrifice powers reduced from 3x -> 2x
  • Freeplay formula for MOAB Health Increase from round 125+ reduced from 0.20 -> 0.15
  • Freeplay formula for MOAB Health Increase from round 152+ reduced from 0.50 -> 0.35
Bloons TD 6 - TrippyDippyTarn
Bloons TD 6 v26.0 - Update Notes!
New Awesome
  • New Hero: Psi the Psionic Monkey, a youthful hero who uses their mental abilities over any distance to hold and unravel Bloons from the inside out
  • New Expert Map: Sanctuary - where you can be mindful of the movement of things around you
  • New Achievements
    • So Shiny!
    • Glittering Gold
    • Glorious Gold
    • Magical Gold
    • Hook, Line, and Sinker
    • Moving House
    • Social Butterfly
    • Achievement of Achievements
    • Team Player
    • Team Captain
    • Ultimate Team-up
  • New Trophy Store Items
    • Heroes: Etienne Roomba pet, Ezili Glyph Materialization placement
    • Monkeys: Village Scotland Flag, Village NZ Flag, Village Banana Flag
    • Bloons: Beard Bloons decal, Old Timey MOAB-Class Bloons
    • Co-op: Activate! emote, Tumbleweed emote, Skull and Crossbones emote,
    • Game & UI: Music Track Tropical Carnival Octopus Mix, Avatar 42 - Corporate Patch
  • Community Winner avatars
    • - Avatar 40 Harlegwen PFP by u/Qqertynn
    • - Avatar 41 Flash Bomb by u/_Concilliabule_
  • Limited Time only
    • 4 cool items you can be the first to grab when it gets nearer to shooting off fireworks (135 total trophy cost if you want to start saving!)
Key Features
  • Play Social - The Co-Op main menu button has been updated to make room for more social features, including the Content Browser and visibility to weekly Co-Op challenges when those are running. We’re keen to keep adding more fun ways to play together and share creations, so watch for more here in future updates!
  • Odyssey Creator & Browser! You’ve been able to make your own Challenges - now put them together in player-created Odysseys! Use all of the features you’d expect from Challenge creation but put them together with a theme, Odyssey difficulty (including Extreme!), and Crew restrictions and make the best Odysseys you can dream up for friends and community.
  • Monkey Teams: Stick to the chosen team to earn extra rewards! To mix things up with an alternative to the Golden Bloon, Monkey teams will be assigned to a random map in each category similar to the Golden Bloon, however for this event players have the option of beating the map using only their hero along with 3 randomly selected towers. If the game is completed without breaking this team rule then a small monkey money bonus will be awarded. Monkey Teams and Golden Bloon will alternate for variety, and both can be running while Collection Events are on.
Big Changes / Additions
  • Freeplay rounds from 121 to 140 have now been added in the default round set, so like the recent 101-120 additions, these will now be consistent rounds. Interesting, I wonder if Ninja Kiwi is up to something...
  • Minor tweaks have been made to the previously added 101 - 120 fixed freeplay rounds.
  • Player regions in Co-op are now labelled with their name
Bug Fixes & General Changes
  • Performance optimizations made to tower targeting
  • Localization corrections made - native and fluent speakers please keep flagging non-English translations that are bugging you!
  • Resolved an issue where towers would sometimes not have a complete range circle
  • Default & Reset towers in Challenge Creation will now default to select hero
  • Resolved an issue where the Hide Completed filter in the Challenge viewer would only be able to hide a maximum of 1024 challenges (so awesome that some of you were having this problem!)
  • Hitting the send round button in races will no longer trigger a flag animation if all rounds have already been sent (if you liked just waving the flag, let us know if you want that or some other trophy store animations to play during races, especially if you’re making videos)
  • Resolved some minor UI loading issues when changing menus
  • Resolved a visual issue with Ravine’s Sword Easter Egg after restarting
  • Resolved an issue with Lotus Island flowers not recharging correctly after use
  • Quitting and loading a save on round 100 should now award Instamonkeys upon completion of the round
  • Base Avatars no longer display as limited time under some odd circumstances
  • Resolved a UI issue where Full Tower Unlock purchase would leave newly acquired upgrades as greyed out
  • Resolved some issues with some hotkeys not working correctly after a game restart
  • Resolved hero level 20 level up animation issue
Ice Monkey
  • x3x Arctic Wind will no longer retain its frozen platforms after being transformed by an Alchemist as this could cause a crash upon ability expiration
Glue Gunner
  • xx5 Super Glue can now re-target Bloons that is has already Glued after stun expires
Sniper Monkey
  • x4x Supply Drop sniper crate ability should no longer land inside high terrain
Monkey Sub
  • 3xx Submerge and Support should no longer be possible to disconnect tower location from visible model
Monkey Buccaneer
  • 5xx Carrier Flagship has had a desync between the Flagship platforms when placed on moving platforms resolved
  • xx5 Trade Empire should correctly buff the damage of other Merchantmen in CHIMPS
Monkey Ace
  • 010 Exploding Pineapple should no longer display the wrong number on every 2nd Pineapple
Heli Pilot
  • x04 Comanche Defense should now correctly be able to spawn Mini-Comanche if it is granted camo detection from an external source
  • xx4 Comanche Defense should no longer be completely and utterly bonk on Workshop
  • x5x Special Poperations will no longer crash the game if disabling MK after picking up a door gunner
Super Monkey
  • x3x Robo Monkey now remembers target priorities when loading saves
Druid
  • 3xx Druid of the Storm blowback should correctly remove ongoing glue damage effects from Bloons when the slow is removed
Striker Jones
  • Lv5 debuff to Black Bloon immunity should no longer fail to work on Zebra Children from MOABs in rare cases
Adora
  • Lv10 Ball of Light no longer breaks when she is placed above an Arctic Wind on water
Desktop Version
  • BTD6 is now available on Windows Store, full PC features have been enabled.
  • Hotkeys are now available to view and edit from the pause menu in-game
  • Improved Steam Rich Presence (moving onto Twitch features now - if you’re a Twitch streamer let us know what features and support you’d like to see, or anything that’s making it difficult or frustrating to stream BTD6)
Balance Changes
Dart Monkey

While overall good, the difficulty of using PMFC to its full potential doesn’t feel quite worth it so price has been cut to make it a little easier to reach.
  • x5x Plasma Fan Club price reduced from $50,000 -> 45,000
Boomerang Monkey

To reduce some top crosspath dominance, have middle path stay the true speed crosspath and also provide a small buff to the base Boomerang, Glaive’s attack speed bonus has been moved down into the base Boomerang Tower. Glaive Lord’s innate lead popping has been removed to allow that meaning to remain in the crosspath along with price being reduced to compensate. MOAB Domination’s explosion has had pierce increased to improve consistency on children Bloons.
  • 000 Boomerang attack delay reduced from 1.42 -> 1.2
  • 2xx Glaives no longer increases attack speed 15% -> 0%
  • 5xx Glaive Lord price reduced from 35,000 -> 32400
  • 5xx Glaive Lord no longer passively pops Lead without Red Hot Rangs
  • xx5 MOAB Domination’s Explosion pierce increased from 20 -> 40
Glue Gunner

Super Glue currently fits a role of essentially a weaker Ice Impale that is also much more expensive (and, well, worse). For now the cost has been cut substantially to keep their function and value balanced.
  • xx5 Super Glue price reduced from $35,000 -> 28,000
Sniper Monkey

Cripple MOAB’s price currently limits it mainly to freeplay and so has been reduced.
  • 5xx Cripple MOAB price reduced from $40,000 -> 34,000
Monkey Sub

As Airburst Darts alone already gives a huge benefit to the tower regardless of not applying any crosspath buff, some of the attack speed benefit this upgrade gave to 032 Ballistic Missile has instead been moved into the base 030 Missile.
  • 030 Ballistic Missile missile attack delay reduced from 1.3 -> 1.105
  • 032 Ballistic Missile missile rate buff reduced from 25% to 10%
Monkey Ace

As Dart Storm currently feels like a lossy stepping stone the damage has been increased.
  • 4xx Operation: Dart Storm homing missile damage increased from 18 -> 24
Heli Pilot

We’ve noted that Special Poperations has save-up issues, and then once owned has uptime and single target issues. With the 30 second duration, it now has potentially no downtime and instead allowing careful (or techbot) management to give a short burst of increased single target.
  • x5x Special Poperations, Marine ability cooldown reduced from 40s -> 25
  • x5x Special Poperations, Marine unit pierce reduced from 30 -> 20
Dartling Gunner

Rocket Storm is currently too powerful as just a ‘spam whenever it’s ready’ without much thinking really required, its cooldown is being lowered so that it remains quite powerful but may require more timing.
  • x4x Rocket Storm cooldown increased from 30s -> 40
Spike Factory

Pierce amounts for Spiked Balls and Mines fits their use cases too awkwardly due to super ceramics. Considering the power of Spiked Balls, their pierce has been reduced slightly to add value to the pierce focussed higher tier in addition to a price cut for Spiked Mines.
  • 3xx Spiked Balls pierce reduced from 17 -> 14
  • 4xx Spiked Mines price reduced from $11,000 -> 9,500
Monkey Village

As currently it doesn’t feel as valuable to use the City buff versus other cash producing towers, the buff Monkey City applies to other cash producing towers in radius has been increased.
  • xx4 Monkey City cash production bonus to towers in radius increased from 10% to 15%
Engineer

It has been clear that Sentry Expert needs changes, with Cryo sentries the only ones that really seemed valuable and purposeful, so all of the others have been improved to fit their role. Additionally higher tier sentries will now be able to benefit from the xx2 Pin crosspath, so enjoy some laser pins. Bloon Trap redeployment rate has also been buffed a fair amount.
  • 4xx Laser Sentry gains pierce increased from 4 -> 8
  • 401 Laser Sentry gains pierce increased from 5 -> 10
  • 4xx Ball Sentry damage increased from 1 -> 2
  • 4xx Ball Sentry attack cooldown increased from 1s -> 1.1
  • 4xx Boom Sentry attack cooldown reduced from 1.3s -> 0.9
  • 302 Sentries & Higher will now also be able to Pin Bloons they pop
  • xx4 Bloon Trap redeployment cooldown reduced from 15s -> 12
Gwendolin

As the Firestorm ability itself drops off later anyway, Gwen’s level 17 buff to Heat it Up will now apply to the version granted to all towers by Firestorm as well.
  • Lv17 Firestorm’s full-map Heat It Up now also benefits from this level’s buff to Heat It Up
Etienne

We have to admit there were some mistakes not trusting ourselves as much as we should have due to lackluster initial reception of Etienne (except for you die hard Etienne fans, who we greatly appreciate). He was quickly buffed in the very next update before giving users time to settle and find out just how to use a hero who played so differently and after the resurgence in play with the ETn skin. While we still feel that those changes rather nicely sorted out quality of life issues and we took more time to avoid ping ponging him around, he clearly reigns far too supreme and needs some nerf stick. Rather than removing any of those usability changes we have decided to trim down the power of his very dominant UCAV ability.
  • Lv10 UCAV Damage reduced from 3 -> 2
  • Lv15 UCAV Damage reduced from 6 -> 4
  • Lv17 UCAV Damage reduced from 9 -> 7
  • Lv20 UCAV Damage reduced from 12 -> 10
Bloons TD 6 - TrippyDippyTarn
Bloons TD 6 - Update Notes! Version 25.0
New Awesome
  • New beginner map Resort
  • New ETn skin for Etienne
  • New non-trophy Music Track Sails Again, playable anytime via the Jukebox. Spice Islands, Off the Coast & Lotus Island also now rock this awesome track by default.
  • New Trophy Store Items
    • Heroes: Sauda Crane Pet, Pat Super Jump Placement
    • Monkeys: Banana Farm Chicken, Monkey Village Brazil Flag, Monkey Village USA Flag (whoever makes the most noise gets their flag next, and by noise we mean youtube and twitch views!)
    • Bloons: BTD4 Retro MOAB Skin, BTD4 Retro BFB Skin
    • Co-op: Player Numbers Emote, Trophy Winner Emote
    • Game & UI: Sharp Sauda Avatar, Portable Lava Lake
    • Game & UI: 2 Community designed Competition Avatars
      • u/ReconScoutTeemo Penguin Friend
      • u/Cyliia Gloo Gunner
    • Limited Time: It’s a surprise, but keep your eyes out for a new item that first weekend in May
Key Features
  • Mini-Races - for granular ad hoc competition and more rewards! Don’t worry - you don’t have to race twice! Instead, all Racers now submit their scores to 2 leaderboards. The Mini-Race leaderboard (look for the tab button on the leaderboard screen) will segment players into smaller groups of 100 on a first come first added basis when your first time is recorded.
    • We love the fierce competition at the very top of the full leaderboard, but for players unable to compete for those wickedly fast times, we wanted to offer the chance to shine on their own more granular leaderboards and enjoy the excitement of shaving just a fraction of time from your score to move up the standings.
    • Yes, there’s a little Contested Territory (Bloons Monkey City, and Adventure Time TD) thinking here but we wanted to greatly expand the range of competition within those pools so 100 players per Mini-Race made sense for that.
    • No, there are no badges for the Mini-Races, as it is incredibly important to us to not dilute the prestige of the main board rankings and badges.
  • Veteran Levels have been added to the game! After reaching max level, players can now continue to earn additional Veteran Levels. Every one of these requires a substantial amount of experience, but that per level requirement stays flat.
    • We have been listening to the feedback on this topic - ranging from requests to increase the Player Level Max, adding stats that would track total xp, or create a paragon-style system.
    • We will raise the Player Level Max at some intentionally non-committal time in the future but only after we have further narrowed the delta between the available Monkey Knowledge Points including achievements and the total MK Points that can be spent.
    • Veteran Levels allow the awesome number of super dedicated players to keep earning XP and compete for bragging rights on an upcapped scale, but without unbalancing the Monkey Knowledge system.
    • And don’t worry about your Veteran Levels when we do raise the Player Level Max. At that time any Veteran Level player will start earning XP toward the new Player Max, and when that is hit, they will pick up their Veteran Level number and XP count right where they left off.
Big Changes / Additions
  • Player avatars have been added to in-game leaderboards. Because of course you want to show off your cool avatars in as many places as possible. We’ll keep thinking about more ways to do so.
  • New rewards screen popup for Races to explain the Mini-Races
  • For more challenge consistency in high rounds, the standard roundset has been extended up to round 120. Now in game modes with standard roundsets the freeplay rounds from 101-120 will be predetermined. This is a big deal for us and we plan to do more custom rounds past 120, so we do want to hear feedback from the community here. BTD6 reddit is the best place for that - if you haven’t signed up, please do! https://www.reddit.com/r/btd6/
  • A large damage type and Bloon type rework has been made to optimize performance, and this will resolve a number of issues with incorrect damage types dealing damage where they should not.
  • Players may now always attempt daily challenges & races even on maps that are currently locked for them. In the initial design we thought this was important to push players to unlock more maps than the first few, but as we have grown our map count it is now more important to give players a chance to sample maps they haven’t unlocked.
  • Added deep link share buttons for co-op games and custom challenges, which can be used to launch the game directly into a co-op lobby, or custom challenge screen! To create one, simply select the clipboard and share that link with your friends, and they will tunnel right into your game.
    • One important note on Steam - due to issues that we haven’t yet been able to resolve with Unity, the deeplink will only launch the game on Steam if BTD6 is not open. If BTD6 is already open, please copy and paste the code as normal. We’ll keep working to make it smoother with each update, but for now if you play on Steam please pay attention to the two options on the link page - if your game is open, copy the code; if your game is not open, choose the Launch Game button.
Bug Fixes & General Changes
  • Various localization & UI text fixes
  • Tower UI in co-op should now refresh when viewing a tower that is being upgraded by another player
  • Strong target priority again picks Fortified Blimps over their standard variants
  • Added a first-time trigger to explain recent changes to map unlocks
  • Information on lobbies that cannot be made public has been moved from the corner of the screen to a popup over the public button
  • Player XP bar now has comma separators
  • Optimization to Bloon pop fx
  • Resolved some issues with hero placement/upgrade effects
  • Updated share icons within Challenge Editor
  • Resolved a crash with entering Races or Daily Challenges too fast
  • Drop & Lock placement mode now works with nudge state
  • Resolved a UI issue with towers not correctly displaying locked upgrades
  • Added [X] close button to race pass pop-up and hero bundle pop-ups in addition to them closing when tapping out of the menu
  • Resolved a bug with Blowback which could cause a Golden Bloon to remain immune to damage forever
  • Chutes co-op vertical split has been centered
Ice Monkey
  • As a part of the damage & types rework above, basic Ice damage can no longer damage Golden Bloons without the correct upgrades / buffs
  • 020 Deep Freeze and higher upgrades should correctly play sound again
Monkey Buccaneer
  • 4xx Aircraft Carrier planes should no longer play extra spawn sounds
  • x4x MOAB Takedown ability ‘tiebreakers’ picking incorrect targets has been resolved
Dartling Gunner
  • 3xx Laser Cannon path once again has a sell animation
Wizard Monkey
  • x2x Wall of Fire visual issue resolved where tower attack animation would not be correct under some cases
Alchemist
  • As a part of the damage types rework mentioned above, Acidic Mixture Dip will now correctly allow Ice attacks to damage Lead Bloons
  • As a part of the damage types rework, Acidic Mixture Dip will now correctly allow sharp towers to damage Golden Bloons
  • As a part of the damage types rework, Acidic Mixture Dip will no longer allow Explosive attacks to damage DDTs
Monkey Village
  • 101 and higher upgrades should correctly play sound again
Striker Jones
  • As a part of the damage & types rework, Lv5 will no longer allow energy attacks to damage DDTs
Etienne
  • Level 8 ‘camo’ unlock visual correctly displays at this level again, not level 9
  • Level 10 UCAV no longer creates a secondary ice platform when etienne is placed on frozen water
Achievements
  • Sapper achievement description has been clarified; the important note here for players chasing that achievement is to not one shot or strip the fortified state, so unstable concoction, shattering shells, and insta kills like moab takedown in particular should be avoided
Desktop Version
  • Unity has updated to allow cursor size to match system size so it is now possible to scale this up on Steam! We do not have a solution (still working with Unity on this) to scale the desktop cursor in game, so it must be done with system settings. On Windows this can be found by searching in the Windows search function “Mouse pointer size”. Also note the cursor resolution might become crusty due to the image size being scaled up.
Balance Changes
Dart Monkey

For new players, camo is the first real game mechanic that presents a wall for new players. To combat this we have swapped the initial unlock costs of Spike-o-pult & Crossbow to nudge new players more towards upgrading down the camo path for Dart Monkeys first.
  • 3xx Spike-o-pult XP unlock cost increased from 1900 -> 2100
  • xx3 Crossbow XP unlock cost reduced from 2100 -> 1900
Bomb Shooter

In some cases the effort to make upgrades feel powerful eclipsed the need for monkey tower weaknesses to be supported by path or other tower synergies. Reviewing the state of White compared to Black Bloons we feel it no longer makes sense for Bomb stall path to ignore inherent Bomb weakness compared to Ice, which can’t fully get around it’s weakness until T5. MOAB Maulers have been a very strong meta spam for a while now, so we are chipping off most of its ceramic bonus at T3.
  • 4xx Bloon Impact damage type Normal (All) changed to Explosive
  • 5xx Bloon Crush remains Normal type
  • x3x MOAB Mauler ceramic damage reduced from 3 -> 1
  • x4x MOAB Assassin ceramic bonus unchanged
Tack Shooter

Inferno Ring is priced high for a low single-target damage pierce based tower when pierce isn&#39;t as important at high rounds, so price has been reduced. We liked Maelstrom’s pierce change, however want to ease off a little as higher density rounds feel a lot more position & timing dependent now than they need to be. Similar to Bomb, Tack Zone’s innate popping of Lead with obviously sharp projectiles no longer feels fitting and so along with a large price reduction the damage type stays Sharp.
  • 5xx Inferno Ring price reduced from 50,000 -> 45,500
  • x4x Maelstrom ability pierce increased 100 -> 200
  • xx5 Tack Zone price reduced from $24,000 -> 20,000
  • xx5 Tack Zone damage type changed Normal -> Sharp
Ice Monkey

By buffing Snowstorm to have the same cooldown as Absolute Zero we unintentionally ruined a certain style of player-made challenge based on Absolute Zero timing. We have reworked the buff from v24 in order to keep the same freeze uptime but allow this type of challenge to be possible once again.
  • x5x Absolute Zero ability cooldown reduced from 30s -> 20
  • x5x Absolute Zero ability duration reduced from 15s -> 10
Monkey Buccaneer

Most cases for Buccaneer currently find you better off sticking to Destroyers and adding other buffs, so we have made a couple slight nudges to this top path
  • 2xx Double Shot price increased from $500 -> 550
  • 4xx Aircraft Carrier price reduced from $7500 -> 7200
Dartling Gunner

Dartling Gunner’s Rocket Storm is currently overperforming versus Buckshot, so we made slight adjustments to the price of these upgrades.
  • x4x Rocket Storm price increased from $4800 -> 5100
  • xx3 Buckshot price reduced from $3800 -> 3400
Wizard Monkey

Wall of Fire has been reworked in order to cut down on cases of frustrating randomness as well as the initial cooldown on the attack being reduced. Additionally at the highest tier all fire attacks will be further enhanced in damage
  • x2x Wall of Fire now targets ‘closest’ track position by default
  • x2x Wall of Fire initial cooldown reduced from 5.5s -> 1
  • x5x Wizard Lord Phoenix, Fireball damage increased from 9 -> 27
  • x5x Wizard Lord Phoenix, Wall of Fire damage increased 1 -> 3
  • x5x Wizard Lord Phoenix, Breath damage increased from 2 -> 6
Super Monkey

As Super Monkey’s range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey’s pierce down into a lower tier again
  • 010 Super Range now also increases Super Monkey pierce by 1
  • 030 Robo Monkey pierce remains at 6
Ninja Monkey

Ninja’s Bloon Sabotage is often used in tricky rounds as a powerful slow with a long duration, so we have made a gentle price increase here to reflect that support strength.
  • x4x Bloon Sabotage price increased from $5000 -> 5200
Druid

Druid’s top path Storm & Ball Lightning upgrades needed a value boost versus other options versus other paths of other tower choices, so these have been given a small price buff for now.
  • 3xx Druid of the Storm price reduced from $2000 -> 1850
  • 4xx Ball Lightning price reduced from $5500 -> 5100
Monkey Village

Monkey Village’s range at Primary Expertise has been increased slightly to open up downstream strategies by fitting additional Primary towers within range
  • 5xx Village influence radius increased from 48 -> 55
Engineer

Engineer XXL trap is extremely powerful but too expensive for backline dps and we’d like to see it more viable for frontline engineer builds
  • xx5 XXL Trap price reduced from $60,000 -> 54,000
Sauda

Yes, here it is the nerf you’ve all been waiting for. But as some in the community predicted, it’s not that much of a nerf. Sauda’s range has been tightened up as her role is specifically about high damage in a small, focused area.
  • Attack range reduced from 25 to 23
  • Lv6 Attack range bonus reduced from 4 -> 3
  • Lv15 Attack range bonus reduced from 4 -> 3
Monkey Knowledge

Hypothermia’s benefits have been made redundant so the MK now has a brand new effect.
  • Hypothermia now instead increases the duration of snowstorm by 1 second
Powers

Thrive has been one of the least understood Powers in the game, and that misunderstanding has only added to the use case delta vs Cash Drops. To improve balance Thrive has been upgraded.
  • In addition to increasing the Cash Generation of towers that generate cash, Thrive will now also increase the amount of Cash gained from Bloon pops for its duration
  • New visual fx have been added to Thrive to show that it is currently active
Bloons TD 6 - TrippyDippyTarn

Bloons TD 6 v24.0 - Update Notes!
New Awesome
  • New Melee hero - Sauda the Swordmaster, to hack, slash and slice your way to victory.
    • Melee towers have a long history of discussion by both dev team and community. We’ve enjoyed adding them to the mix with Pat Fusty, and several characters in BATTD. The design concept for Sauda has been around for a few years, and we truly hope the many, many players who have asked for a “sword hero” over the years will enjoy!
  • New Intermediate map Balance. You can play it in CHIMPS right now using this challenge code: ZMUHSGK
  • New Benjamin skin Sushi Bento - treat him nicely or else there’s NO SUSHI FOR YOU!
  • The Golden Bloon has returned! A chosen map in each difficulty will now contain an extra Golden Bloon every 10 rounds, these Golden Bloons can get tricky to pop on the higher rounds but do not cost any lives when they escape. If popped successfully every Golden Bloon will reward a small monkey money bonus. (Gold Bloons will not spawn in Deflation or CHIMPS modes)
    • Golden Bloon is another design item we’ve had on the “add this” list since BTD6 was launched. We had fun adding the Golden Bloon to BTD5 and even more frustrating fun when it went into BSM2, so for BTD6 we wanted to take elements of each and make it work even better with the scaling power of BTD6. And who doesn’t love-hate treasure gobliny things!
    • We’ve felt it ourselves and had feedback from players that they like chasing the Collection Reward bonuses on different maps and that they’d like to have a way to earn a bit more Monkey Money each game. Adding the Golden Bloon helps address those items, and making it evolve and stay relevant as late round power grows feels good to us from a design side. We hope you enjoy!
  • New Trophy Store Items
    • Heroes: Benjamin Matrix Placement
    • Monkeys: Ninja kiwi ninja pets for Ninja Kiwi fans (yes, we finally put a kiwi in the game!)
    • Bloons: Flowers Pop FX
    • Co-op: Dancing Monkey emote, Blooming Flowers emote
    • Game & UI: 3 Community designed Competition Avatars
      • u/mutamarkl: Tack Monkey - Congratulations!
      • u/Kuzuyku: Powerful Sentai - Congratulations!
      • u/Concilliabule: Intense Wizard - Congratulations!
      • To the other 7 winners and the many contributors and voters - thanks so much for your patience. We didn’t want to flood the Trophy Store or profile inventory all at once, and we want each group of winners to have some time in the sun. The others will be coming in the next updates!
  • Limited Time only: Obyn Bunny Pet, Obyn’s Eggs Avatar, Chocolate MOAB, Chocolate BFB, Bunny Ear Bloons, Dartling Easter Eggs projectiles for Buckshot & Hydra Rockets
  • Race Pass IAPs have been added to the game (in a block of 4, or a discounted block of 12). Each Race Pass will grant unlimited Race Entries for one entire Race Event.
    • Races have been a locus of some of the most dedicated BTD6 play in the game, and we’ve been putting a lot of effort into keeping Races challenging and working with community race ideas. Our goals since launch have been to keep Races challenging, fair, leaderboard policed, and practical to play over and over for dedicated players.
    • We’ve recently had feedback from the community that the practical repeat play has not been achieved. The idea of a pay to play over and over was raised and that is what the Race Pass seeks to address. Making this IAP keeps the system extra secure, and we chose to make it a per use rather than time-based system so players could skip races by choice or if they can’t play on any given weekend.
    • We’ll keep listening to feedback on Races and on these Race Passes, and we will also do more discounted Race entry weekends as we’ve done in the past for players who want to stick with Monkey Money entry.
Key Features
  • The experience reduction for continuing into freeplay has been reduced from 90% to 70%. Whatever the game mode, rounds beyond 100 remain at 90% reduction. As players are having more fun going into freeplay, especially in co-op, we agree that the rounds up to 100 should have this additional xp value.
  • New Challenge Info information button has been added to all custom user challenges. Open this panel to view some detailed stats for any challenge including Attempts, Wins, Fails, Unique Players, Victorious Players as well as the First & most recent players to win the challenge.
  • Some of the last few Bloons that cause you to lose in any game will now be displayed on the defeat screen. We’re hoping this will help new and experienced players both - helping underscore whether you are missing a certain damage type or deep damage ability, and whether you were close to beating it, or still hundreds of lives off!
Big Changes / Additions
  • Advanced Challenges should now count towards most player stats.
  • Those daring should now attempt to take on the challenge of Ravine CHIMPS.
  • Map unlocking system has been reworked. Instead of unlocking in the same order for all players when you beat a map from a lower difficulty, you will now gain the option to choose a map from the next higher difficulty to unlock. This is in response to watching many new Twitch streamers wanting to choose the look of a later map in the list but having to go one by one, and we like the flexibility to choose within each difficulty much better.
  • As they do not spawn until after round 80 naturally, DDT and BAD Bloons will now spawn in sandbox with at least the minimum level of freeplay ramping they would normally have in regular game conditions.
Bug Fixes & General Changes
  • Upgrade description and localization fixes and tweaks - each update it’s important that we capture balance changes, as well as crosspath functions that players might otherwise miss (more info below)
  • Regrow Rate icon now correctly displays on Odysseys when rate has been modified
  • Many behind the scenes optimizations & removing of some unused art assets
  • Heroes no longer play level 20 audio when they hit level 20 if hero audio is disabled
  • Resolved some issues in sandbox freeplay with MOABs leaking incorrect amounts of lives
  • Due to past corruption issues, loading cloud data will no longer load challenge creation saves
  • Resolved a Crash/UI break caused by cycling through instamonkey pages too fast
  • Monkey Meadow modified slightly to allow for Juggernaut bounces off new trees near the map entrance. We’ve watched too many players try the Juggernaut for the first time on this map with good placement but not see the value of object rebounds.
  • Spike Factory pineapples skin description has been updated with more detail
  • Fancied up the save conflict screen
  • Resolved some layering of UI popups
Dart Monkey
  • x4x Super Monkey Fan Club description has been updated with more detail
Boomerang Monkey
  • 5xx Glaive Lord description has been updated with more detail
Bomb Shooter
  • 3xx Really Big Bombs description has been corrected
  • x4x MOAB Assassin description has been updated with more detail
  • xx5 Bomb Blitz description has been updated with more detail
Tack Shooter
  • 4xx Ring of Fire description has been updated with more detail
Ice Monkey
  • 4xx Embrittlement description has been updated with more detail
  • x3x Arctic Wind description has been updated with more detail
  • x5x Absolute Zero description has been updated with more detail
Glue Gunner
  • 410 Bloon Liquifier can now correctly pierce through 3 Bloons, not just 2.
  • 4xx Bloon Liquifier description has been updated with more detail
  • x4x Glue Storm description has been updated with more detail
Sniper Monkey
  • x4x Supply Drop description has been updated with more detail
  • xx4 Full Auto Rifle description has been updated with more detail
Monkey Sub
  • 3xx Submerge and Support description has been updated with more detail
Monkey Buccaneer
  • 1xx Faster Shooting description has been corrected
  • x5x Pirate Lord description has been updated with more detail
  • xx1 Long Range description has been corrected
  • xx4 Favoured Trades description has been updated with more detail
Monkey Ace
  • x1x Exploding Pineapples description has been updated with more detail
Heli Pilot
  • xx1 Faster Firing description has been updated with more detail
  • xx3 MOAB Shove description has been updated with more detail
Mortar Monkey
  • xx2 Burny Stuff description has been updated with more detail
Dartling Gunner
  • 3xx Laser Cannon description has been updated with more detail
  • x3x Hydra Rocket Pods description has been updated with more detail
  • x4x Rocket Storm description has been updated with more detail
  • x5x M.A.D description has been updated with more detail
Wizard Monkey
  • x3x Dragon’s Breath description has been updated with more detail
  • xx3 Shimmer description has been updated with more detail
Super Monkey
  • xx3 Dark Knight description has been updated with more detail
Ninja Monkey
  • x2x Counter-Espionage description has been updated with more detail
  • 004 Sticky Bomb should work correctly now and not break with DoTs - please tell us if not because we’ve spent so much time on this, but hopefully we won’t hear from anyone on this!
Alchemist
  • 2xx Acidic Mixture Dip description has been updated with more detail
  • xx3 Lead to Gold description has been updated with more detail
Druid
  • x5x Spirit of the Forest vine visuals should correctly layer over split tracks now
Spike Factory
  • 042 Spike Storm now correctly works on splitting tracks
Monkey Village
  • x4x Call to Arms description has been corrected
Engineer
  • x2x Deconstruction description has been updated with more detail
  • x4x Overclock description has been updated with more detail
  • x5x Ultraboost description has been updated with more detail
  • xx1 Oversize Nails description has been updated with more detail
Adora
  • Level 3 The Long Arm of the Light description has been updated with more detail
Etienne
  • UCAV should no longer have a footprint slightly below Etienne that blocks towers from being placed in that area
Monkey Knowledge Force vs Force
  • Description has been corrected
Desktop Version
  • Improved integration with discord - now shows a variety of game and menu states
    • We are working on improved integration with Steam and Twitch for future updates, we appreciate your patience on these!
  • Resolved an issue that could occur on Steam causing the game to hang at step 3 of 8
Balance Changes
Dart Monkey

The previous sharpshooter rework caused more trouble than intended in setups without much other cleanup by popping Black Bloons into large clusters of reds which then clogged up the pierce. We decided to keep the buffed attack speed value as well as adding back the stronger damage value.
  • xx4 sharpshooter damage increased 5 -> 6
Boomerang Monkey

Rotating Glaives aren’t quite enough for higher tier rounds, and especially struggle against Fortified Super Ceramics so we have added a small bonus to combat these.
  • 5xx Glaive Lord’s rotating glaives now deal bonus damage to Fortified Bloons +2
Tack Shooter

Maelstrom upgrades are in a good spot overall, but specifically for the low cost of this tower with such a rapid cooldown it was able to hit too many targets under race conditions. This targeted nerf is to the value of it under those race conditions and should be negligible in other game areas.
  • x4x Blade Maelstrom pierce per blade reduced to 100
  • x5x Super Maelstrom pierce per blade reduced to 500
Ice Monkey

Small tweaks to the benefit of still under-utilized T5 Ice Monkey upgrades.
  • 5xx Super Brittle price reduced from $30,000 -> 28,000
  • x5x Absolute Zero Ability & buff duration increased from 10s -> 15
Glue Gunner

More tweaks with the intent of viable stepping stones toward The Bloon Solver. Due to quirks with game state interactions temporarily preventing more nuanced changes, we have decided to leave MOAB Glue’s slow amount on MOABs as it was previously, coming back to Relentless later. However xx4 Relentless Glue will still layer over the top of it.
  • 3xx Bloon Dissolver price reduced $2600 -> 2500
  • 4xx Bloon Liquifier price reduced $5500 -> 5000
  • xx3 MOAB Glue MOAB slow effectiveness changed from 0.75x back to 0.625x
Monkey Ace

Similar to Tack Shooter Maelstrom upgrades, we have targeted a nerf to Ground Zero for race conditions by amounts which are not relevant outside of those conditions. Additionally Tsar Bomba has received a much smaller version of this nerf along with a reduced cooldown to increase its relevance.
  • x4x Ground Zero ability pierce reduced to 1000
  • x5x Tsar Bomba ability pierce reduced to 5000
  • x5x Tsar Bomba ability cooldown reduced from 40s -> 35
Heli Pilot

Razor Rotors doesn’t synergize well with it’s own T2 and is kinda the dunce of T3 Helis
  • 3xx Razor Rotors blade damage increased from 1 -> 2
Mortar Monkey

As an expensive high-layer T5 DPS tower lurking behind a mainly support path on path 3 Mortar it’s not easy to save for, so Blooncineration has had a fair price reduction.
  • xx5 Blooncineration price reduced from $45,000 -> 40,000
Dartling Gunner

Base Dartling performance doesn’t quite offset the handholding necessary to use it well, so base price has been reduced to make those first couple upgrades come a little faster. Plasma Accelerator attack delay has been buffed so that now the beam ‘tic rate’ matches the attack speed at tier 3, overall giving it a 20% buff to all DPS which carries on up to the Tier 5. Finally Bloon Exclusion Zone’s price has as well been reduced slightly for edge case balance.
  • Base Price reduced from $1000 -> 850
  • 4xx Plasma Accelerator attack delay buffed from 0.25s -> 0.2
  • xx5 Bloon Exclusion Zone price reduced from $60,000 -> 58,000
Super Monkey

While not considered an issue on the same level for Races, the Bloon Annihilation ability has preemptively had pierce reduced under the same reasoning as Ground Zero and Maelstrom, but by amounts that still likely won’t be noticeable even under most Race conditions - but we’re keeping an eye on it. Additionally the price of this upgrade has been reduced by a fair amount.
  • x4x Tech Terror price reduced from $22,000 -> 19,000
  • x4x Tech Terror ability pierce reduced to 2000
  • x5x Anti Bloon ability pierce reduced to 10,000
Alchemist

Alchemist has been given a small push towards the current underused Brew crosspath. Previously this crosspath only applied a benefit to Brew & Stimulant but now along with a buff to that, Acidic Mixture Dip will also gain a slight benefit from the crosspath.
  • 220 - Acidic Mixture Dip charges per stack increased from 10 -> 13
  • 320 - Berserker Brew charges per stack increased from 35 -> 40
Spike Factory

Spiked Balls are used quite a lot, but we like their overall position right now so they have had only a slight bump up in price, along with a bigger decrease to the price of T4 Spiked Mines. In addition, Permaspike’s neglected crosspath has had a small pierce increase as currently their only real use is under custom challenge rules.
  • 3xx Spiked Balls price increased from $2200 -> 2300
  • 4xx Spiked Mines price reduced from $12,000 -> 11,000
  • 105 Permaspike pierce increased from 70 -> 80
Obyn Greenfoot

To cut down a little on the RNG aspect of Obyn strategies, his abilities will now be able to target Bloons in the same fashion as Gwendolin’s Cocktail, and only place randomly while none are within radius (yay!).
  • Obyn’s level 3 Brambles will now target Bloons in radius unless there is none
  • Obyn’s level 10 Wall of Trees will now target Bloons in radius unless there is none
If you are visually attuned and missed it above, we’d like to shout out the winners of the avatar competition again! You can find the full list here.


These will be added into the next few updates in no particular order!
Bloons TD 6 - TrippyDippyTarn
We’re back from holidays mini-update!
New Awesome
  • New Expert Map, Ravine!
  • New Trophy Store Items
    • Monkeys: Pineapple projectiles for Spiked Ball factory
    • Bloons: Trucker Hats, Lantern BFB skin, Pow Pop FX
    • Game & UI: BMC Street Party music track, Kabuki Ninja avatar, Heli Pilot avatar
Challenge Browser changes / additions
  • Challenges now allow users to toggle between Player Completion Rate (current number, which displays % of players who have beaten the challenge) & Win Rate (displays the total % of wins against losses)
  • Challenge Browser now supports an option to “hide” challenges from searches if you have already completed them
  • Added a ‘follow user’ option & ‘Following’ search to the challenge browser
  • Challenges that have been greyed out in searches from a previous version of the game will now update to blue again if they are passed on a newer version without using double cash by enough players
  • Challenge browser now supports filtering challenges by maximum number of rounds & minimum number of rounds. This filter will unfortunately not work on existing challenges.
  • Challenge browser win rates now support displaying >99% & <1% for win rate, if a challenge is not quite actually 100% or 0%.
  • Challenge browser has had some general improvements & optimization to filters, sorting, searching & returning from a challenge
  • Added an option to disable Double Cash in challenge creation
Big Changes / Additions
  • Added warnings to some screens which had started to be blocked from loading under certain settings in VPN’s & other 3rd party DNS based filters.
  • Reworking of tower upgrade UI when hovering/holding over upgrades
  • Added a first-time pop-up for targeting priorities
  • First ever continue to be used is now free
  • Added a ‘customized rounds’ icon for when rounds are changed in Odyssey/ Race
  • Improved sorting of race leaderboard scores
  • Apopalypse screen will now display a victory at round 60
  • Some new profile stats have been added, Most Experienced Monkey & its XP, Insta Collection progress, & Collection Chests opened (This stat begins tracking now)
  • Center lanes widened on the intermediate map Bazaar to allow Medium placement.
Bug Fixes & General Changes
  • Resolved some map specific FX not speeding up their animations when in 3x speed
  • Resolved an issue that would cause pets to continue playing their SFX after being sold
  • Resolved some issues causing Bloons to choose path inconsistently when tracks split off in multiple directions
  • Fixed login prompts which had stopped working for guest users
  • Login page should correctly load in the webview
  • A number of localization issues resolved
  • Improved tutorial to feel less clunky
  • Resolved some collision on Flooded Valley
  • Snap of Your Fingers achievement correctly works again for players with Double Cash
  • The corner of some random Heli can no longer be spotted in the corner of Chutes
  • Resolved an issue with Techbots linked to engineers not remembering to trigger Overclock after loading a save
  • Resolved an issue with Odyssey wins getting mixed up with regular wins sometimes
  • Restarting apopalypse will no longer pause the game
  • Resolved an issue with Flooded Valley blocking vision on some towers at times when it should not
  • Added some instruction for how to unlock locked maps
  • Minor UI fixes and optimizations in a few places
  • Some general minor cleaning up of UI in challenge creation
  • Changing hero skin right before a co-op game should no longer cause a desync
Monkey Sub
  • 2xx Advanced Intel no longer gains camo detection from Lvl 1 Etienne or Dartling
  • 3xx & 4xx Subs have had some optimizations to unnecessary code
  • 4xx Sub correctly layers assets onto regrow Bloons again
  • 5xx Sub inconsistencies resolved with how buffs were applying
Monkey Ace
  • No longer locks in place after enabling wingmonkey and then disabling knowledge
Mortar Monkey
  • xx4 Shattering Shells removing fortification should now reflect the children Bloons losing their fortification as well towards the damage counter
Wizard Monkey
  • 110 Fireball now correctly ignores blockers with Guided Magic
  • xx4 Necromancer no longer depletes grave from current round before previous
Alchemist
  • 3xx Berserker Brew no longer closes open UI panels when buffing selected tower
Monkey Village
  • x1x Regrow Blocker has had some inconsistencies fixed
Engineer
  • 5xx Paragon Sentry “can always sell” property on sentries has been fixed to work in challenges as well
Dartling Gunner
  • Can no longer shoot over walls when locked on top of them
  • Lock Targeting Reticle now scales in size to reflect accuracy changes
  • 4xx Plasma Accelerator no longer creates Plasma Pools when beams are obstructed but would be crossing streams if they were not
Striker Jones
  • Is no longer so terrified of MOAB Class Bloons that he is occasionally rendered speechless by the mere sight of them
Obyn Greenfoot
  • Track items should once again always be retained when loading saves
Ezili
  • Lvl 11 description updated to reflect interaction with Necromancers
Pat Fusty
  • Visual effects should all work correctly again while Pat is placed in water
  • Resolved a crash caused by chinooking Pat under specific circumstances
Knowledge
  • Backroom Deals knowledge once again works
Balance Changes
Dart Monkey

While we’re happy with Dart Monkey being a more niche or early use tower, too many people were finding Juggernaut itself even further niche or lackluster on first impression. While retaining the overpower power potential we’ve added a beefy impact to each individual target hit, and we’ve tweaked sharpshooter slightly to provide similar power but with more of a speed focus to enable more distinct crosspath choice between speed and pierce.
  • 4xx Juggernaut damage increased from 1 -> 2
  • 4xx Juggernaut pierce reduced from 100 -> 50
  • xx4 Sharpshooter attack rate increased from 0.85 -> 0.75
  • xx4 Sharpshooter damage reduced from 6 -> 5
  • T5's both remain the same
Boomerang Monkey

Small price adjustment to push when you get this tower a little closer to when it’s useful.
  • 5xx Glaive Lord price reduced from $40,000 to $35,000
Bomb Shooter

Small nerf to the regular-Bloon power of MOAB Mauler’s domination.
  • x3x MOAB Mauler bonus to Ceramic reduced from 4 -> 3
  • x4x MOAB Assassin unchanged
Tack Shooter

With pierce and range on the base Tack Zone so high that increases weren’t noticeable the middle crosspath was underserved. To balance crosspathing we have reworked the base Tack Zone around lower values then improving them greatly for the crosspaths.
  • xx5 The Tack Zone damage increased from 1 -> 2
  • xx5 The Tack Zone range reduced from 46 -> 30
  • xx5 The Tack Zone pierce reduced from 9 to 4
  • 025 The Tack Zone range increased to 50
  • 025 The Tack Zone pierce increased to 10
Ice Monkey

Ice Monkey power is currently too bottom heavy and mid-to-higher tiers are neglected, so some tweaks to mid-tier upgrades have been made.
  • 4xx Embrittlement price reduced from $3000 -> 2200
  • x3x Arctic Wind price reduced from $3200 -> 2900
  • xx3 Cryo Cannon price reduced from $2000 -> 1750
  • x4x Snowstorm ability cooldown decreased from 60s -> 30
Glue Gunner

Adjustments to top-path upgrades to make each step more noticeable. Very small nerf to the slow amount on MOAB Glue as it has for a long time held a dominating spot in MOAB support, but this same amount has been returned to the previous value at Tier 4. We are still looking at future improvements here, including reworking the priority tree of glue stacks.
  • 3xx Bloon Dissolver price reduced from $2700 -> 2600
  • 4xx Bloon Liquifier pierce increased from 1 -> 2
  • xx3 MOAB Glue slow amount on MOABs reduced from 0.625x -> 0.75x
  • xx4 Relentless Glue slow amount on MOABs remains 0.625x
Sniper Monkey

Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well..
  • 5xx Cripple MOAB damage increased from 60 -> 80
  • x4x Supply Drop’s shrapnel pierce increased from 3 -> 6
Monkey Sub

As Bloontonium Reactor rarely uses up enough pierce that the pierce crosspath would ever matter, a large chunk of this has been moved into the middle crosspath.
  • 400 Bloontonium Reactor pierce reduced from 70 -> 50
  • 410 Bloontonium Reactor pierce reduced from 84 -> 70
  • 420 Bloontonium Reactor pierce increased from 50 -> 100
Monkey Ace

Monkey Ace was never intended to be a great starting tower and instead come into power at mid- and high-tier upgrades, but since the base tower feels lacking to new players (and some of us old timers) we decided to rework low tier power into the base tower. In addition to this we are experimenting with adding a small amount of homing to the spectre upgrade as rapid fire missing is not the intended design.
  • Monkey Ace projectile size increased from 2 -> 3
  • Monkey Ace attack cooldown reduced from 2.1s -> 1.68
  • 1xx Rapid Fire attack rate buff reduced from 40% -> 25%
  • x1x Exploding Pineapple attack cooldown reduced from 3s -> 2
  • 104 Spectre which always gained 25% from Rapid Fire is unchanged
  • xx5 Spectre now has a very slight seeking effect on the dart projectiles
  • xx5 Flying Fortress price reduced from $105k -> 100k
Heli Pilot

Further small buff to Comanche as prior balancing has not felt sufficient.
  • xx4 Heli reinforcements duration increased from 12s -> 15
Wizard Monkey

Despite ranking low overall, Wizard Lord Phoenix has dodged balance changes because of its extremely popular place as a challenge tower. With the rise of other towers in challenges, we’ve decided to start off buffing it based on its own merits in general gameplay. We’ve also added some previously intended minor changes to Prince of Darkness which were held back due to bugs that have now been resolved.
  • x5x Wizard Lord Phoenix price reduced from $60,000 -> 54,000
  • x3x Dragon's Breath, x1x Fireball radius increased from 10 -> 14
  • x3x Dragon's Breath, x1x Fireball damage increased from 1 -> 3
  • x5x Wizard Lord, x1x Fireball damage increased from 1 -> 9
  • x5x Wizard Lord Dragon's Breath damage increased from 1 -> 2
  • xx5 Prince of Darkness pops retained in graveyard increased from 2 -> 3 rounds
  • xx5 Prince of Darkness grave required for damage stacks increased from 200 -> 300
Alchemist

Lead to Gold hasn’t been a competitive 3rd tier outside of special game modes and challenges, so we’ve added some more uniqueness by allowing it to truly live up to its description and deal enough damage to instantly ‘convert’ a Lead Bloon, children layers and all, also carrying on some value here in the later game by allowing this bonus to deal extra against DDTs as well.
  • xx3 Lead to Gold attacks deals +9 damage to Lead & DDT
Druid

The most recent buff to Superstorm was great fun, but when spending pierce so quickly we wouldn’t see many extra Ball Lightnings. Since many find Superstorm lacking in pierce overall, the ‘extra’ pierce consumptions for hitting larger targets have been reduced to make it more effective and more lightningey.
  • 4xx Ball Lighting price reduced from $6000 -> 5500
  • 5xx Superstorm pierce consumptions buffed: MOAB 20 -> 5
  • 5xx Superstorm pierce consumptions buffed: BFB 50 -> 20
  • 5xx Superstorm pierce consumptions buffed: ZOMG 200 -> 50
  • 5xx Superstorm pierce consumptions buffed: DDT to 50 -> 10
Banana Farm

Monkey Bank is just too stonks even without Benjamin. This nerf shouldn’t hurt it too much, but will make it snowball a little bit slower and balance with the other paths better.
  • x3x Monkey Bank price increased from $3300 -> 3500
Spike Factory

Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power.
  • Spike Factory price increased from $800 -> 1000
  • x1x Faster Production price reduced from $700 -> 600
  • x2x Even Faster Production price reduced from $900 -> 800
  • Spike Factory rate increased from 2.2s -> 1.75
  • x1x Spike Factory rate increase reduced from 40% -> 20
  • x2x Spike Factory rate increase increased from 25% -> 30
  • x5x Carpet of Spikes price reduced from $42,000 -> 40,000
Monkey Village

Call to Arms didn’t last enough in some critical situations where it could have made the difference, so this duration has been increased slightly.
  • x4x Call to Arms duration increased from 10s -> 12
  • x5x Homeland Defense unchanged
Engineer

Sentry Expert has underperformed for a while, so we’re adding solid crosspathing buffs to all Sentries. We’ve added a pierce & speed boost to Overclock’s base upgrade and lowered the cooldown on Ultraboost to allow the possibility for it to achieve full uptime as a freeplay tower and get its stacks up faster. Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster.
  • 120 Deconstruction now gives all Sentries +1 damage to Fort & MOAB
  • 401 now increases sentry pierce by roughly 25% instead of +1
    • 401 Crushing Sentry pierce increased from 22 -> 28
    • 401 Bomb Sentry pierce increased from 30 -> 38
    • 401 Cold Sentry pierce increased from 15 -> 19
  • x4x Overclock projectile speed increased 375 -> 750
  • x4x Overclock base pierce increased from 3 -> 15
  • x5x Ultraboost base pierce increased from 3 -> 30
  • x5x Ultraboost ability cooldown reduced from 45 -> 35
  • xx4 Bloontrap rate increased from 20 -> 15
  • 204 Bloontrap rate buff increased from 0.8x -> 0.6x
Dartling Gunner

As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We’re happy enough with its time in the wild to make some first impression changes here which we hope you’ll continue to enjoy.
  • 4xx Plasma Accelerator can now apply Laser Shock with the beam as well as focal point
  • 5xx Ray of Doom price reduced from $110,000 -> 95,000
  • 140 Rocket storm ability spread reduction increased from 30% -> 60%
  • x5x M.A.D price reduced from $65k -> 60k
  • xx3 Buckshot price reduced from $4000 -> 3800
  • xx3 Buckshot now knocks back non-MOAB class Bloons a small amount on hit
Gwendolin

The last Gwendolin change didn’t come through as well as intended for a number of reasons, so while keeping true to the intention behind this change it has been improved across the board to properly buff this again
  • Lv4 Heat it Up should trigger roughly 30% more at all levels
Adora

Ball of Light’s power before level 20 has been improved to scale through the mid game better
  • Lv10 Ball of Light damage increased from Adora Damage +1 to +2
  • Lv15 Ball of Light damage increased from Adora Damage +1 to +3
  • Lv20 Ball of Light remains at Adora Damage +18
Etienne

Etienne’s main power through mid-to-endgame intentionally comes from his UCAV, however it still overperforms and needs to be pulled back a bit.
  • Level 10 UCAV duration reduced from 20s -> 18
  • Level 15 UCAV duration reduced from 25s -> 20
Some Known Issues
  • 'Ghost' MOAB Class Bloons visible briefly during Pat Fusty Big Squeeze ability
  • Tower UI may break if too many actions are taken during garbage collection
  • Save integrity of any current Odyssey progress may have issues updating if not already completed
...