Available now for most (Still processing on Epic, Netflix, Amazon and Arcade no ETA yet) please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
We are so excited to release the Map Editor, in planning for 2 years and in active development this whole year. Bloons has a long history of player created content and we are delighted to add Map creation and sharing to BTD6 in the most robust and in-game format ever available! We stretched to include as much capability as possible in this first release, and we already have a long wishlist for future updates, and we’ll temper that after seeing what incredible creations you come up with and the top features you’d like to see included in updates. Have fun and please share your creativity with your friends and the whole community!
Other player’s custom maps can be played right from level 20 when the Content Browser opens up
Find the Map Editor via the Edit Map button inside Play Social, or from the Create button in the Content Browser Maps tab
Don’t be surprised - there is an unlock gate for Map Editor. At player rank 50 Map Creation can be unlocked for 6000 Monkey Money (same ballpark as the top Hero skins and fully grindable), or directly via IAP (on platforms that have IAP), which we included in response to players looking for more ways to support the game and future updates. The rank unlock helps ensure that players have a reasonable understanding of the game and how map obstacles and difficulty work before they get to work creating their own.
Most importantly, Map Editor works on all platforms and devices. We’ve never been able to provide an editor this robust in-game and on all devices before, so we’re thrilled to offer this level of creative control on all devices including phones.
Please see more details about the Map Editor features and scope below!
New Awesome
New Hero Skin - Book Wyrm Etienne
Switching out drones for dragons seems like a pretty awesome thing to do. A favorite of the team, channeling many of our book-devouring nerdy pasts (and presents!), Book Wyrm celebrates the power of imagination that has led most of us to make and play games.
New (Revenge) Map - Dark Path
Continuing the BTD tradition of more challenging versions of favorite maps that started with Rink Revenge 10 years ago, Dark Path takes the pristine triple back park setting and flips both the Bloon path and the placeable areas on their heads. Revenge is most sweet when served dark!
New Quests!
Drone Flying 101 - discover Etienne’s strengths and weaknesses
Obyn’s Gardening School - discover Obyn’s strengths and weaknesses
Grow Less Than Galaxili! - least tiers challenge quest on Geared
New Monkey Knowledge
Paragon of Power, any paragon will gain a large boost to its attack speed so long as you have no T5s of the same tower type placed
Boss Event Penalty Timer reworked to be more mathematical
Boss Event default Penalty Time changed from: 10s > 10 + round number * 0.25
While Penalty time is counting in Boss Events cash generating abilities will stop cooling down
Extra Contested Territory logic added to support newer content
Beast Handler now enabled for CT
Phayze & Dreadbloon now enabled for CT
Custom Challenges will now display the version they were verified in rather than the version they are uploaded in.
Map Editor Feature List
Terrain
First tab on the toolbar sets the terrain texture and type for your map
Select the different terrain texture options to choose the main background color and feel for your map
Note there are two water based terrain options if you want to favor water towers; please review the Areas section below if you want to add islands!
There is also a second header tab for map effects that can add ambience (e.g. Rain/Fog/Leaves), but only one of these can be active at a time
Paths
Second tab allows you to place one or multiple paths and choose their texture
Drag one of the path images from the toolbar to the map. This will place the start of your track, and you can pick up this green cone to move where it starts.
Draw the map you want by selecting other points on the map and this will place “nodes” that you can move individually
End your path by placing a node into the shadowed perimeter. For now, tracks must end at the perimeter of the map and no paths can end in the interior of the map. If you don’t like where the blue end-path node is placed, you can select it and move it.
To add multiple paths, drag another path on the map from the panel (maximum of 5)
To edit the texture of any path, select it in the path list within the toolbar, and select another texture type. You may also delete paths from this list.
The Path Width arrows allow you to customize how the path looks
Props
Third tab has a selection of Props. From grass to rocks, wooden barrels to a fountain of sparks. These will be the big objects, sight blockers, decorations and awesomeness that will make your map pop!
Use the drop down menu to filter the selection of Props. So you can see all the trees, or all the Props that would be at home on a meadow (monkey or otherwise)
Drag a Prop onto your map and the Prop adjustment panel will come up, allowing you to fine tune the Prop’s scale, rotation, tilt and position. You can enable/disable “Blocking” and “Animation” for certain Props.
Tap/click on a Prop to enable multi-place mode. When you place a Prop In multi-place mode, another Prop will be automatically selected ready to be placed somewhere else. (Available for stamps too)
Some Props are platforms that allow you to place towers on them. These can be used to give towers sight above smaller props, add a small area for land placement in water, or water placement on land.
Props that block Line-of-Sight can have “Blocking” disabled so that towers will be able to see past them. You can use this for Props you move into crazy and wacky positions or in case the blocking doesn’t make sense for your map. (Use sight or tower blocking Areas to make this work how you want)
Stamps
Fourth tab is home to all sorts of decorations!
These are 2D options that can be placed onto the map to add a bit of detail (like flowers and leaves)
Other stamps are semi-opaque to provide additional effects, like shadow stamps to add more depth to the scene, or river rocks that give the effect of a stream bed if placed in water
You can also remove specific stamps using the erase tool.
Areas
The fifth (last) tab on the toolbar and the main tool for creating a combination of terrains or for mixtures of land and water
Drag an area of the type desired into the map. It will start with a default of 4 nodes, but you can add nodes to make more refined shapes.
While an area layer is selected, you can change the area background type by selecting another area background type
When done select the green tick mark
To add multiple areas, drag another area out onto the map (maximum of 10 layers). To edit an individual area, select the “Area 1….10” from the scrolling list of areas inside the toolbar, where you can also choose to delete or hide that area.
Note that some Areas are tagged as water, shot blocking, and placement blocking; shot blocking and placement blocking areas are not visible on the final map
Layering
With so much happening on a map, we have included a layer reorder panel (visually 3 stacked diamond shaped layers). This allows certain things to be raised to the top of the stack and lets them be placed “above” other things or below them. You can also toggle on/off all props from here if you want to edit things that are under them like stamps/paths/areas!
Tips & Tricks
The Randomizer option - You will see a checkbox labeled Randomize, if selected, props and stamps will have their rotation randomized on each placement.
Getting the right rotation on a stamp will be improved, but for now, place them in a blank space somewhere on your map until you get the rotation you need. Then erase the pile of stamps when you’re done. We will add a way to do this more easily in a future update.
Use different layers for making stamps. It's easier to manage if things go wrong
Try using props from the same theme set, this can give a more uniform look
When making paths/areas, the shorter the tangent the sharper the corner
Try rotating/scaling items and combining them with other items to make them appear as something new
Bug Fixes & General Changes
A number of localization updates and fixes
Resolved an issue sometimes incorrectly blocking abilities from being used
Resolved an issue with hero portrait updates not correctly displaying when viewing upgrades within the Heroes menu
Resolved a rare case which could prevent abilities from being activated when they should be ready
Resolved an issue that could cause Team Search to break and display no results when there should be results
Resolved an issue where navigating to the trophy store via the Jukebox menu would not take you to the correct tab
Resolved a crash that could occur when a tower expires at the end of a round
Resolved an issue with some saves becoming corrupted
Overall audio polish throughout many parts of the UI
Resolved a bug that could allow players to enable multiple avatars
Interacting with an upgrade ready to unlock will now select that upgrade when opening the upgrade screen
Community button added to the Map Selection page
Challenge Editor & Quests
Quest progress is no longer set back down to 0/# after choosing to replay
‘No Powers’ challenge editor rule should now also ban Hero Boosters from purchase
Backing out of a Quest should take you back into the category you were previously viewing
Resolved an issue in Quests that could cause non-upgradable heroes to become upgradable
Resolved a case in which the Birthday Quest BAD could be destroyed
Resolved a case where the Birthday Quest BAD would not save current Health correctly
Event & Co-op changes
Paragon limit removed from current CT tiles to reduce unnecessarily bloating rules
Resolved an issue with very specific Boss HP values in 3 player co-op causing bosses to become invincible
Updated Boss Rules panel to reflect design changes
Resolved some issues with save loading not always correctly loading back on Lych
Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons
Flint Tip Darts should no longer be able to skip its final damage tic
Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields
Resolved an issue where Phayze could trigger additional skull events on loading a save
Resolved a daily challenge title display bug that could occur
Probably resolved some unknown boss co-op crash
Resolved an issue with low damage numbers not performing calculations correctly against exceptionally healthy targets (Bosses)
Resolved a softlock when accepting an invite to a co-op game while in an Odyssey
Entering a co-op lobby will now show a ‘loading map’ instead of defaulting to displaying Monkey Money when the actual selected map has not loaded yet
Behind the scenes updates to Co-op Area Division data
Added commas to co-op cash panel
Tower UI when it can't fetch the correct value of an upgrade will no longer display unreasonably high numbers
Resolved a bug preventing Golden Bloons working correctly for all players in co-op
Bigger Bloon Sabotage CT Relic should now correctly reduce MOAB Speed
Map Specific Fixes
Changed up some of the maps displayed on the first page of Beginner Difficulty for some different colors
Fixed splash animation not lining up correctly for Penguins on Skates
Resolve some issues with Aircraft Carrier planes being blocked from spawning on Water Park
Resolved a number of issues with track items clipping on Water Park
Resolved placement inconsistencies on Midnight Mansion
Resolved some cases where merging paths could incorrectly see Bloons on the last segment before swapping path as untargetable (Notably on Workshop)
Resolved a crash that someone had on Dark Dungeons
Tower Specific Fixes
Dart Monkey
Resolved an inconsistency with Master Double Cross contributing far more to Paragon Degrees than it should be worth.
Sniper Monkey
Resolved an issue preventing Elite Targeting target prio from saving in some cases
Monkey Buccaneer
xx4 Should no longer be able to buff Paragon upgrades
Monkey Ace
No longer shows a Paragon Pip at 505 upgrades
xx4 Spectre can no longer ignore Phayze’s camo immunity when under Radar Scanner
Mortar Monkey
Lead/Mortar/Fortified bonuses should all stack their bonuses on single targets
Wizard Monkey
Magus’s Phoenix should no longer be immune to Vortex stun
Resolved an issue where Phoenix data could be saved incorrectly and brick game saves
Changing Necromancer target location in co-op should no longer cause a desync
Super Monkey
4xx Super Monkey can no longer increase cash value of Bloons in CHIMPS
041 Tech Terror’s ability can no longer knock Bloons forward in some cases
Alchemist
Permabrew applications are no longer globally removed in co-op when another player builds and sells a new Permabrew
x5x Transforming Tonic ability end animation lines up correctly with the act end again when the duration is increased
Solved quantum entanglement
Druid
x5x Spirit of the Forest should correctly pop Frozen Bloons with Hot Magic knowledge
Spike Factory
Using the x5x active ability just before the passive ability triggers will no longer cause Carpet of Spikes to skip a passive ability activation
Resolved a bug that allowed Spike Piles to be collidable for 1 frame before moving to their track position
Monkey Village
4xx Primary Mentoring cooldown buff no longer remains behind when tower is sold while under the range of an Energizer
xx5 Crash resolved when creating game saves with a Monkeyopolis that has decimal point crate values
Engineer
Should no longer show cash generated from Bloontrap on the CHIMPS Victory Panel
Resolved inconsistency in the display of the Ultraboost buff icons
Beast Handler
x4x Tyrannosaurus Rex should no longer record damage incorrectly when max merged
x4x Tyrannosaurus Rex should no longer double cooldown buffs from Energizer sub
Resolved some missing animations with 3xx beasts
Players should no longer be able to merge T5 beasts into other T5 beasts no matter how nicely they ask
Hero Specific Fixes
Obyn Greenfoot
Should no longer show cash generated from Wall of Trees on the CHIMPS Victory Panel
Benjamin
Resolved an issue with Biohacks downtime icon persisting for too long after expiring
Sushi Benjamin skin now correctly displays downtime visual on towers affected by Biohack
Ezili
Lv10 MOAB Hex should no longer be able to skip its final damage tic
Adora
Resolved an issue with voice lines playing on the wrong skins
Resolved issues with Sunbeam Placement not loading in correctly
Geraldo
Lv5 & Lv15 Sharpening Stones can no longer stack their benefits
Lv7 Blade Trap can now benefit from Camo granted to Geraldo
Geraldo’s level should now correctly update within the shop inventory
Platform Specific fixes
PC: Holding a tower hotkey to place multiples will now cancel placement when you can no longer afford to place another
PC: Resolved a game crash when making the game full screen after the monitor is turned off with the game open.
PC: Resolved a rare crash that could occur when using certain hotkeys immediately after loading a save game
Android Netflix/Amazon: Resolved incorrect achievement icon showing on main menu
Netflix: Resolved a game crash that could occur when switching from default language to another language and then to Monklish even while not standing on your head
As some of you have asked about via the Preview Notes, we did have to make some schedule and content adjustments from the Update 37 Notes based on the massive size of Update 39. So here’s the latest!
Spirit Walker: We have moved the Spirit Walker to Update 40, due out before the end of the year. This hero has complex stacking abilities which are already being tested and balanced, so aside from the focus on Map Editor, we needed to make sure that Corvus had ample focus to lock in this signature play mechanic.
Monkey Sub Paragon: We have moved the Monkey Sub Paragon to next year in order to give it ample space as well, partly to give it the space it needs but also let the new Paragon balance changes settle and make any adjustments through update 40 before releasing a new Paragon. This does not necessarily mean Update 41 either, as the first update of the year is intentionally smaller to allow the Auckland team to recharge over the southern hemisphere summer holiday break.
Boss Challenge: We have more design, UI, and server work to do to make Boss Rush meet the new Team event goals we have, so this will develop further in the new year, but we do have a stretch goal to get more flexible individual Boss play in for Update 40.
Fixed: update all files with root password when password changes.
Fixed: bug when cd nested path allowed to go to file instead of folder
Fixed: bug when rm -rf used without folder name
Fixed: bug when network is connected but web browser shows that there's no connection
Changed: Changes to mission generator to less likely have root access after few completed missions
Changed: Changes to mission generator to have higher chance of computers with local networks after completing multiple missions
Changed: Adjusted temporary ip blocks on computers with chance to get blocked depending on more factors.
Hint: you can do bouncing from other computers to bypass the block. I'll make bouncing easier in the future (so you won't have to do all the SSH commands again and remember the credentials), right now the blocks are really short to not be too much of annoyance.
Changed: more chances for git privilege escalation, instead of hash or plain text password
Added: "ps" command that shows active users on the computer
Added: memoryReader that allows to escalate privileges if there is active user on the computer
Added: NPC social pages, NPCs are adding posts based on what happens in the game, and they react to player actions. Global social wall exists as well - chatter.hthi
This is just a first step for more complex NPC simulation and behavior. Please note that they don't post against all actions, and also they don't post immediately when something happens.
Added: Difficulty level (Normal & Guided (easy)). The guided difficulty shows hints what steps can be executed to complete the mission.
Right now hints are only for active mission - no easter eggs or hidden activities are covered. Hints are shown for first couple of missions only - this is to help you get more familiar with game and tools, but then give a bit of challenge.
What is not included:
Shop changes which I mentioned last week - this change is bigger than I anticipated, especially in context to not break current saves. I will work on that soon :)
Hope you like it! Please let me know what you think about this changes and the direction! Here's the video that shows some of the changes uploaded today and in previous updates:
Disk UI is no longer shown with a green hue, as it has been reducing the glance value of the disk identity. Additionally, the green hue was part of an old mechanic that is no longer part of the game. Furthermore, Disk UI no longer performs size-scale bouncing upon activation, as it used to hide necessary information such as the current mana filled and the current overheat meter. Instead, the Spell UI beneath the Disk UI will now perform the size-scale bouncing.
The blue outline for the weapon spell slot ready indicator will be removed upon unequipping the spell.
Improved legibility of the Survivor mode objective UI.
Insight UI is now hidden upon entering the Survivor mode map.
Sorted the display order of level, timer, objective, and enemy defeat UI in the survivor mode. We may adjust it in the future so all of these information can be visible while the inventory is open, but we didn't want texts over texts in the top sections of stat panel.
The mouse cursor will highlight the selected item when hovering over the item selection in Survivor mode.
Fixed a bug where the item information panel would break and not be displayed properly if you attempted to view the item information before 1 second had passed since its first damage against the enemy.
Fixed an issue with displayed stats not properly updating with the Rooster set artifacts.
An internal cooldown has been added for Royal Sorcerer's Boots only in Survivor mode, which prevents infinite dashes with certain items.
Fixed the hammer enemy's jump attack collider, which was remaining active longer than intended.
Hey there folks, apologies for the day-late update - The team was very sliiightly wrecked after an extremely busy (and successful) PAX Australia this past weekend! Here's a bit of a peek at how things were looking throughout the week!
The gang after setup on Thursday night (Left-to-right: Conor, Ryan, Harrison, Brandon)
The showfloor on Friday arvo, Brandon running the demo for some of our attendees!
The gang bright and early on Saturday morning.
Our final session concludes on Sunday night, just before pack-down.
That said, the ball keeps rolling for Project Regolith, and we're back to the grind today, working to get the last few things in place for launch in a few weeks time.
On today's devlog agenda, we wanted to reiterate that as of today, we're participating in the Steam Next-Fest! For those of you who weren't able to play the Demo this past weekend at PAX, you can now play it digitally with a friend through our Steam Page!
What's Next?
Now that we're through with PAX, we'll be focusing on promoting the demo this week throughout Next Fest, and making sure we're ready to fly out to Sydney next Tuesday. So for now, this update will draw to a close. Keep an eye on our socials for any updates throughout the week, and one last big "THANK YOU!" to everyone who visited us at PAX and played the demo!
Story in the Dream World 3 -Sinister Island's Mysterious Mist- - Nuriverse
1. Epilogue on the main screen has been changed to Ending Replay. 2. Music Room on the main screen has been changed to Another Story. 3. Bonus Image has been added to the bottom left of the main screen. 4. Some text and background color of the Creator List, which can be accessed by pressing the X key on the main screen, have been changed.
Ending Replay is unlocked by clearing Chapter 7 or the Hidden Stage in the game's normal mode. You can enter Another Story without unlocking the menu itself, but to view the contents (information and story of each boss character), you need to clear the hidden stage in normal mode and BR mode, respectively.
(The Ending Replay, Another Story, and Bonus Image menus cannot be accessed in the Demo version. These will be available in the full version to be released later.)