Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
We are so psyched to release this event! We have heard the many requests for more Team activities, and after testing some functionality in Quests, we are so happy to release a very different way to play as a Team. Thank you for your feedback and patience, and we truly hope you enjoy!
Band together with allies to defend against the powerful Boss Rush threatening your Team. With multiple Boss threats looming on the horizon, you and your Team must work together to defend nearby islands from a variety of invaders!
To assist in pushing back the threat players are outfitted with Relic Knowledge to leverage and a number of Revive Shields that will recover you from 0 lives! But be careful, Revives are limited and each time one is triggered the Boss will rush closer to the exit.
These Bosses cannot be destroyed alone, so when defending any island your goal is to deal as much damage as you possibly can before they make it past. When your Team reaches enough combined total damage the island is successfully defended and you can progress to the next island, with a new Boss to defend against!
Between islands some monkey types must stay behind to defend, but additional Relic Knowledge will be acquired to assist in the next challenge.
Defend 5 islands, each with a fast paced Boss challenge against different Bosses out of the initial 3 available: Bloonarius, Dreadbloon & Phayze. (Vortex & Lych to be coming at a later date!).
Immediately after defending an island, all Team members can claim the island rewards!
For launch we are releasing with a pure Team focus without competitive leaderboards. This allows us to review balance and get feedback from players before making changes in future updates. Boss Rush has evolved to be much bigger than the minigame-like concept it was initially planned to be and we look forward to seeing all of your Teams defend their islands together!
The Event Timer shows when the next Boss Rush will start - less than a day after launch.
New Code Redemption System
This new system will allow us to create gift packs that can be redeemed by anyone with the code for free in-game rewards, so keep an eye out for any codes we may share (or hide…) in future!
Due to privacy requirements, certain platforms won’t be able to enter the codes directly in the game. Instead, you will need to visit a Ninja Kiwi website where you can log in to your LiNK account and redeem the code.
New Awesome
New Hero Rosalia! (responds to Lia for short!)
Jetpack Monkey joins the team! Try out Rosalia right away in her new trial quest! Rosalia is built to be a strong ‘set and forget’ hero who also happens to work well with a techbot. The ability to swap weapon to handle her own weaknesses exists for people who wish to play her as their sole DPS, but the power of both her weapons is balanced to scale up together at a fair rate so there's no reason not to pick a preferred weapon forever, and build the rest of your towers to cover any weakness left.
Rosalia freely jumps around her large workshop area, attacking faster the more Bloons are nearby while swapping between a powerful single target laser & bouncing cluster grenades to deal with different threats!
Enhanced special attacks for the 10th shot fired on either weapon, showering Bloons in a fog of explosions, or Shocking and pushing them back with powerful Plasma blasts
Reduce all upgrade costs for Monkey Ace & Heli Pilot, plus one other friend!
Lv3 Scatter Missile ability, to clean up Bloons with a barrage of powerful stuns
Lv7 Hover ANYWHERE and gain the Flight Boost ability to temporarily pursue Bloons everywhere around the track and temporarily boost the flight speed of Aces & Helis
Lv10 Kinetic Charge ability, which sticks MOAB-class Bloons with a charge that explodes after a short duration and amplifies this explosion based on the amount of damage that hits the target before the charge explodes. Focus fire!
You could try this code: ROSALIAROCKS
New Beginner Map Tinkerton
Explore Rosalia’s workshop and help defend it against Bloon incursion! Who knew orange juice had so many uses?
New Quests
Tinkerer’s Tutorial: discover Rosalia’s strengths and weaknesses
A Strange Bloonomaly: Dr. Monkey wants your help investigating some unusual Bloons
New Trophy Store Items
Heroes: Obyn Wolf Dance placement animation for Standard Obyn
Monkeys: Boomer ‘Roo pet for the Boomerang Monkey
Bloons: BAD Scarab skin
Game & UI: Boomer and ‘Roo profile banner, Distinguished Gentlemonkey avatar
Limited Time Trophy Store Item
Druid of the Rainbow avatar
New CT Team Store items
Icons: Battle Monkey Icon
Frames: Boss Rush Clouds Frame
Game Changes / Additions
Map Editor Beach items
It may be getting colder in New Zealand, but we know it’s getting back to beach weather for most of you!
Beach water path x1
Areas x2
Stamps x3
Props x22
Map Editor ‘full path’ settings to modify how entire paths work
Set paths to be alternating, sequential, or a specific pattern
Map Editor ‘path node’ settings to modify small sections within a path
Invulnerable MOABs: MOABs will not be targetable until the next node
Invulnerable Bloons: Bloons will not be targetable until the next node
All Bloon Speed: Speed modified by a set multiplier until the next node
Scale Bloon: Bloons will increase in visual size until the next node
Scale MOAB: MOABs will increase in visual size until the next node
FPS is no longer capped by default, instead a 60 FPS limit can be enabled from the screen resolution menu
Bug Fixes & General Changes
Endurance Roundset used in the Phayze One quest has been extended from 100 to 205 rounds, and now has naturally spawning Camo Bloons added
David Vs Goliath achievement now works in Boss Challenge
Resolved a crash that could occur when logging out
Resolved a crash that could occur when exiting out of the received accolades menu too quickly after entering
Resolved a case in which ‘login required’ could incorrectly display on arcade builds
Unlocking a new hero should always select that new hero
Resolved some UI overlap issues within Map Editor
Resolved some minor visual issues with quests forcing hero level ups
Map Editor vfx should no longer sometimes become locked to the player’s selection and block interaction / clicking on other items
Resolved an issue that could sometimes fail to load the ‘My Teams’ button
Resolved an issue where tower outlines would incorrectly misalign from the tower
Improved resolution of the default App icon
Restarting a game in the Content Browser should no longer render that run invalid for the ‘first winner’ slot
The ‘messages’ page is now loaded by default when interacting with the My Team button
Income modifiers used in challenge rules should correctly apply to all sources of income
Event bug fixes
Team island props should once again animate when interacted with
Game should no longer crash when in the Odyssey scene as the event ends
Map Specific Fixes
Protect the Yacht quest map’s Boss Spawn Point art has been corrected
Protect the Yacht quest map should no longer use the #ouch odyssey statue
Tower Specific Fixes
Tack Shooter
5xx Inferno Ring’s fire aura is now visually disabled when VFX slider is set to 0%
Ice Monkey
x3x Arctic Wind ice aura is now visually disabled when VFX slider is set to 0%
Glue Gunner
x4x Glue Gunner can no longer debuff Dreadbloon in Primary Immune phase
Monkey Sub
x5x Pre-Emptive Strike now works on Castle’s Revenge
Resolved a crash that could occur when building a sub paragon as Vortex spawns.
3xx+ Monkey Sub aura no longer shrinks with the VFX slider, but is disabled at 0%
Monkey Buccaneer
4xx Aircraft Carrier planes now have camo restored when Polyphemus Eye is opened
xx4 Favored Trades no longer increases the sell value of towers in CHIMPS above $0
Heli Pilot
Swapping to Lock in Place while moving should no longer visually jam the rotation
Super Monkey
Resolved a hypersonic automatic blink teleport attacks issue that never happened in a live build but is kinda fun to talk about, and honestly less hype than i’m making it out to sound anyway.
Hero Specific Fixes
Gwendolin
Lv4 Gwendolin's Heat It Up buff no longer fails to apply if the attack runs out of pierce
Resolved a buggy visual that could occur when Heat It Up attacks too fast
Etienne
Etienne should no longer consume the ‘Box of Monkey’ Relic Knowledge
Geraldo
Resolved a rare crash that could occur when using hotkeys
Resolved an issue where Geraldo’s skin displayed the wrong portrait when viewing the full upgrades page
Corvus
Resolved a crash that could occur when sold at Lv2
Platform Specific fixes
[Vision Pro] Gentlemonkey Geraldo skin should now show on the Monkey Tray
Balance Changes The combination of towers you are able to pass round 1 with can change quite a lot in any overall strategy, especially for more restrictive game modes, so for this update we have made an effort to open up new starter combinations with improvements to a number of initial placement towers.[/h1]
Tower Balance Dart Monkey
While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. We are slightly reducing the cost of Super Monkey Fan Club to overall improve the value of taking multiple to maintain higher uptime
402 Juggernaut Knockback to heavy targets 1.5 > 2.25
402 Juggernaut Knockback to light targets 3 > 4.5
x4x Super Monkey Fan Club price reduced $8000 > 7500
Boomerang Monkey
Boomerang base price is being slightly reduced, already a decent start in many cases though this seemed enough to make slight game start changes and price it differently to other towers. The main attack for MOAB Domination has been scaled up as overall it is a good upgrade but the pierce on this main attack was previously unchanged from the T3. Glaive Lord’s main thrown attacks will now be able to bounce back again and hit the same target multiple times, this can be a very powerful effect so there is a cooldown on how frequently any single Bloon can be re-targeted.
Boomerang Monkey price reduced $325 > 315
xx5 Moab Domination Main projectile pierce increased 18 > 54
205 Moab Domination Main projectile pierce increased 27 > 81
5xx Glaive Lord main attack can bounce back to the same target: cooldown 0.6s
Bomb Shooter
Bloon Crush does its job locking down all movement in an area, but we feel it could see more damage to reduce the stall time without the balance really changing much. Bomb Blitz was recently refitted to a cheaper price range while proportionally keeping a similar power level for the cost, however seeing it now in this spot we feel keeping higher damage will give it the edge it needs to feel more impactful than spamming Recursives.
Tack is a very powerful base tower technically, but it is unable to achieve high uptime of that potential power in many early rounds, so some base cost is moving into the cheaper xx1 and xx2 upgrades to make it easier for other towers to start alongside the tack. Additionally, while we’ve held out on this change as there are strong use cases in prior upgrades, Blade Maelstrom lacks the single target punch to last late in Modern Bloons. While it is designed as a high pierce cleanup of low tier Bloons we want to try shifting some pierce to single target damage to feel good for longer.
Tack shooter price reduced $280 > 260
xx1 More Tacks price increased $100 > 110
xx2 Even More Tacks price increased $100 > 110
x4x Blade Maelstrom damage increased 1 > 2
x4x Blade Maelstrom pierce reduced from 200 > 100
x5x Super Maelstrom damage unchanged
x5x Super Maelstrom pierce reduced 500 > 300
Glue Gunner
Increased duration has limited use on upgrades that completely destroy targets anyway, so a better crosspath benefit is being added onto 401 glue puddles. Bloon Solver’s pierce is being reduced as it is over-overkill for how many Bloons you realistically see at once, but this reduction should not be noticed for most players. Glue Splatter stands out as weirdly expensive for T2, and is rarely even needed so we’re significantly cutting its price to bring it down to a more affordable range with less pierce, we hope this should make it more worth considering for splatter coverage over piercing. Now that Glue Storm is extremely good for damage type & debuff support we’re removing the bonus speed reduction that should otherwise require xx2 crosspath and lowering the duration of the Glue Storm. New Relentless Glue finally offers something quite powerful so cost is slightly increasing.
401 Stickier Glue allows track puddles to last +1 round
Lower tier Shrapnel crosspathing balance doesn’t feel great currently, so the damage crosspath benefits at T1 & T2 are improving. Even with the high damage per shot, Cripple MOAB still has low value outside of debuff capability, we feel that these shots pack enough of a punch now that they should do a little collateral damage - so lets do it! (we’ve also increased shrapnel pierce at this tier to not tip crosspath balance too far to one side).
5xx Cripple MOAB now damages Bloons around the main target
Radius 8
Pierce 10
Damage 28
Monkey Sub
Bloontonium Reactor’s unsubmerged damage is increasing to encourage unsubmerged possibilities. The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower.
While buccaneer is technically already a very good starter tower for maps that happen to have ideal spots allowing it to attack in both directions we feel this situation isn’t common enough that the tower should be priced around that expectation - this reduced cost is added back to top and bottom T3 upgrades as they do not need the buff. As the paragon has exceptionally powerful scaling mechanics as well as being a paragon that continues to produce cash the XP Unlock requirement is increasing, this increase will not affect players who have already unlocked it.
Buccaneer price reduced $500 > 400
300 Destroyer price increased 2950 > 3050
003 Merchantman price increased 2300 > 2400
Navarch unlock XP increased 500,000 > 750,000
Monkey Ace
Minor catchup changes to some parts have fallen out of line slightly due to balance changes for other parts of the Ace.
A lot of stats shuffled around here; this should keep the power level roughly similar overall but with proportionally more of that power coming from the seeking attacks, and less from micro aiming the faster firing frontal gun.
Non-seeking Radials boss bonus increased 200 > 300
Frontal Gun damage reduced 300 > 150
Frontal Gun boss bonus reduced 300 > 150
Heli Pilot
Overall Comanche cleanup and stats shuffle; with the goal of improving baseline non-buffed performance and making it less demanding of Geraldo’s Pickle for high damage.
x5x Special Poperations Marine can now be sold in CHIMPS
Artillery Battery use has really exploded (!) and over the past few updates it has been sitting fairly steady in a great spot, the current power level feels good but we don’t want to create too big of a gap from the T3 yet so only a very slight cost increase. Blooncineration’s 025 crosspath currently works so much better with external buffs so we're tweaking the 205 crosspath to feel better in some situations.
105 Blooncineration walls of fire pierce increased 25 > 36
205 Blooncineration walls of fire damage increased 2 > 3
Wizard Monkey
Wizard has a weaker base tower so the base cost is going down in exchange for a small price increase to the cost to value ratio for the effective Arcane Mastery. As Fireball becomes very forgotten at higher tiers and is hard to even see at Dragon’s Breath, we’re improving the crosspath and adding even more projectiles at T3 for wider explosive coverage. As Shimmer is the slowest de-camo in the game it is important that it not miss when it does trigger, so pierce is greatly increased. Wizard Lord Phoenix’s Wall of Fire hasn’t had any meaningful upgrade progression, so its damage is being increased. Magus is one of the more in-depth Paragons to use effectively so having it as one of the cheapest to unlock didn't feel right, the unlock XP requirements for this and Ninja are being swapped around.
x5x Wizard Lord Phoenix wall of fire attack damage 3 > 5
x5x Dragon's Breath fireball damage reduced from 27 > 9
Wizard Paragon unlock cost increased from 500,000 > 1,000,000
Super Monkey
Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower.
x5x The Anti-Bloon upgrade cost reduced from $80,000 > 70,000
xx5 Legend of the Night ability max uses per round: 2
Ninja Monkey
While a great early game option, Ninja generally struggles with dominant crosspathing choices and also has relatively poor base tower value. Without going into every single change, T3s onward remain relatively unchanged with a lot of prices below T3 being moved around from less favorable crosspaths into better/higher tier upgrades. Ninja Paragon is very simple to use so unlock XP requirements for this and Wizard Paragon are swapping around so Ninja is the faster unlock. This increase will not affect players who have already unlocked it.
Ninja Monkey price reduced $500 > 400
Ninja Monkey attack cooldown reduced from 0.7 > 0.62
Passive life generation is being removed in favor of the active ability being the only source of life generation, this allows druid-focus strategies to no longer ‘accidentally’ heal their Vengeance buffs away. Heart of Vengeance itself has been allowed to remain overpowered for a long time since life loss is not always an option in different challenges/modes, but with newer competitive modes being added over time that do allow for this mechanic to be, overindulged, shall we say, it feels due for substantial rebalance.
x4x Jungle's Bounty now generates 1 life per ability cast
x4x Jungle's Bounty no longer passively generates 1 life per round
x5x Spirit of the Forest no longer passively generates lives per round
xx2 Heart of Vengeance lost lives maximum rate bonus reduced 100% > 50
Banana Farm
Monkey Wall Street’s cost is being increased, but in return its special bonuses have been improved with more life generation and much more range for Banana collection.
xx5 Monkey Wall Street price increased $60,000 > 70,000
xx5 Monkey Wall Street range increased 60 > 75
xx5 Monkey Wall Street lives per round increased 10 > 15
Spike Factory
Spike Storm is now exceptionally strong so the ability cooldown is increasing a small amount along with the T5 cost. This comes along with a crosspath rebalance granting more 042 lifespan. Long Life Spikes can start creating a nice buildup of spikes in advance but most of the time feels fairly meh as a stepping stone into Deadly Spikes, a little price here is being shifted up to improve standalone upgrade value.
x5x Spike Storm ability spikes duration remains at 18-22s
x5x Carpet of Spikes price increased $40,000 > 42,000
xx3 Long Life Spikes price reduced $1400 > 1300
xx4 Deadly Spikes price increased $3500 > 3600
Monkey Village
Primary Expertise’s own attack is unreliable due partly to low bounce distance, so this is being increased. Base level Monkeyopolis continues to over perform, so the baseline cash generation is reducing.
xx5 Monkeyopolis base cash amount reduced $1250 > 1000
Engineer
While better than many options, base Engineer still takes a lot of available starting cash so the cost is reduced slightly and being moved back up into Cleansing Foam & Bloontrap; also with a reduction to Double Gun’s price to reflect the lower value of the base tower. Sentry placements are slightly changing to improve their reliability, and will now spawn closer to the track depending on how much range the sentry has. Sentry Champion, while strong with them, is lacking without high buff support so we’re trying out an increase to the sentry damage on it.
Engineer price reduced $400 > 350
1xx Sentries now spawn within 20% of their range to the track
5xx Sentry Champagne damage increased from 2 > 3
x3x Cleansing Foam price increased $850 > 900
x4x Overclock foam pierce 10 > 15
xx3 Double Gun price reduced $500 > 450
xx4 Bloontrap price increased $3500 > 3600
Beast Handler
In going over our large list of price changes for Beast Handler’s lower tiers in 42 this change was received very positively, however we did not realize that in making this change we killed off all chance of dual-beast handlers being used as a round 1 starting option for under $650 in hard modes – So we gotta do that math all over again and convert it for difficulty, painful 😀 All T1 beast prices changed to allow 110 & 101 beast handler combos to be placed for under $650 in hard mode, all T2 & T3 prices shifted around to keep these same cost ratios.
1xx Piranha price reduced 170 > 160
2xx Barracutie price reduced 850 > 810
3xx Great White price reduced 2075 > 2010
x1x Microraptor price reduced 195 > 175
x2x Adasaurus price reduced 890 > 830
x3x Velociraptor price reduced 2170 > 2065
xx1 Gyrfalcon price reduced 210 > 190
xx2 Horned Owl price reduced 940 > 860
xx3 Golden Eagle price reduced 3150 > 2120
Orca is very strong currently but Great White doesn’t do so much outside of max merge MOAB Takedowns, so damage is increasing to improve these non-maxed situations.
3xx Great White damage increased from 8 > 12
3xx Great White damage range increased from 16 > 24
Similar to Sentries, Beast spawn placement will now scale closer to the track based on how much range the beast has.
1xx Piranha now spawn within 20% of their range to the track
x1x Microraptor now spawn within 30% of their range to the track
Golden Eagle has stood out more than Condor against MOABs which has felt very wrong, last update it was nerfed against MOABs and now we are playing with the pierce & penalties to improve Golden Eagle further against non-MOAB-Class targets and for Condor more help with lower MOABs.
xx3 Golden Eagle pierce increased from 15 > 30
xx3 Golden Eagle pierce range increased from 30 > 60
xx3 Golden Eagle MOAB pierce penalty increased from 44 > 1089
xx3 Golden Eagle attack cooldown range from 0.28679625 > 0.28
xx4 Condor Unchanged by any above changes
xx4 Giant Condor ceramic penalty reduced from 1 > 0
xx4 Giant Condor BFB penalty reduced from 44 > 29
We’re slightly reducing beast reposition cooldown as the tiny range leaves movement very tight, which is especially painful for Microraptor path given the low range.
Beast Handler move cooldown reduced from 3s > 2
Hero Balance
Quincy
Quincy’s Rapid Shot starts with an extremely short duration that slowly increases over levels, the difference between min and max is huge but it doesn’t feel too impactfully increased at any point through the leveling up process, so we are increasing the base duration and instead moving the buff up to max duration all into his Lv13 which currently doesn’t do much.
Quincy no longer gains 0.5s Rapid Shot duration per level
Lv3 Rapid Shot duration increased 3.5s > 8
Lv13 now also increases Rapid Shot duration 8.5s > 12
Gwendolin
Gwendolin’s Heat it Up was recently reworked to allow for much more frequent triggering from attacks, however the 4.5s internal cooldown still limits it from being scaled up far so that internal cooldown is now also being reduced. Additionally, Heat it Up’s bonus buff to damage against Lead targets has been improved slightly so we can get more out of that niche.
Lv4 Heat it Up minimum delay reduced from 4.5s > 1.5s
Lv17 Heat it Up buff to Lead type increased from +1 > 2
Obyn Greenfoot
Obyn isn’t necessarily the best support for every type of Druid to reach its highest DPS, but with his more easy reliable design it feels appropriate for him to solve Druid’s biggest weaknesses in a more laid back approach with:
Lv8 ‘Nature’s Wrath’ additionally grants camo detection to Druids in radius
Benjamin
Benjamin’s Cyber Security and Skimming levels have been swapped around so that the early game skimming cash snowball doesn’t come quite so soon, and Cyber Security can come in earlier where it will make a bigger impact proportionally to the lives being lost.
Swap the levels for Lv6 Cyber Security and Lv4 skimming
Admiral Brickell
We’ll probably regret this, but the nerf made people very sad, and that is not a life goal 😢
Lv18 Mega Mine cooldown 45s > 40
Etienne
Etienne's drones are prone to missing due to very low projectile speed, this speed is increasing a fair amount to help with this as drones already have an inability to directionally aim well.
Lv1 Faster projectile speed for all drones 150 > 250
Psi
Purple Popping is underwhelming with how late it comes online, so this is swapping around with level 11’s slightly faster pop speed.
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities and much more flexible Fertilizer; with the % benefit being reduced in return for improved replenish rate, maximum stock and the ability to now work on all Banana Farm types.
Lv2 Action Figure price reduced $700 > 650
Lv6 Worn Cape restock rate reduced 5 > 7
Lv6 Worn Cape cape max stock increased 2 > 3
Lv7 Blade Trap max stock increased 3 > 4
Lv9 Fertilizer cash bonus reduced 25% > 20
Lv9 Fertilizer max stock increased 2 > 4
Lv9 Fertilizer rounds to replenish reduced 5 > 3
Lv9 Fertilizer will now work on all Banana Farms
Lv13 Shooty Turret v2 damage reduced 7 > 6
Lv8 Gerry’s Fire duration reduced 10r > 5
Lv16 Gerry’s Fire v2 duration remains 10r
Lv11 Jar of Pickles bonus to fortified removed 1 > 0
Lv16 Jar of Pickles bonus to fortified reduced 2 > 1
Corvus
As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far.
Lv1 Spear pierce increased from 3 > 4
Lv3 Soul harvest cooldown 35s > 40s
Lv5 Aggression initial mana cost 80 > 50
Lv7 Malevolence tick rate 0.5s > 0.3s
Lv14 Malevolence damage 3 > 5
Lv20 Might damage 400 > 300
Lv20 Overload damage 4000 > 3000
Relics
Minor tweaks to Heartless which feels it has no competitive edge over most other Relics & Monkey Boost which overperforms on all available tiles.
Monkey Boost granted uses of the Monkey Boost power reduced 3 > 2
Some Relics required more functional changes. As more range is situational and sometimes detrimental Going the Distance has been merged with Durable Shots to also grant increased Lifespan, Durable Shots now instead increases the pierce of all towers. As ‘Popping White Bloons’ is also far too situational Deep Heat now also grants Frozen Bloon popping and improves the duration of Freezes.
Going the Distance now also provides Lifespan +30%
Durable Shots no longer grants increased lifespan
Durable Shots now grants towers increased pierce +25%
Deep Heat now also allows all attacks to pop 'Frozen'
Deep Heat now also grants Freezes longer duration +10%
Deep Heat now also allows Freezes to last extra layers +1
Boss Bloons
Bloonarius
This is really just for fun, bringing increased variety of Bleed Bloons from higher tier Bloonarius
It's finally here! Yes, it has been awhile, but it most definitely took us months to create a whole new concept and rewrite EVERY. THING. based off of suggestions and feedback. I hope you all enjoy what I did to rework Dwarves Mining Idle's main concept and how the overall gameplay works based on the feedback and suggestions. It's basically a whole new world. I do appreciate the feedback and suggestions!
I wanted to reduce the amount of UI navigation. With removing a lot of Dwarven Book's navigating. Points are global, removed certain points, Materials will show all the time and Perks have been removed. I removed specific points to reduce the amount of non-material currencies so there's no more confusion what does what. There might've been too many "point" additions that could have been removed early on. This is one of MANY changes to make your gameplay experience even better than it was.
For interaction with Litty Game developers and our community please join our Discord. We're open to constructive criticism, feedback and suggestions for our games and we find it very important to hear our community out! Please report as much as you can on Discord or our community forum!
If you don't have Discord, you can post your suggestions in the Suggestions Forum.
PLEASE NOTE
For those who have been playing for awhile: Please keep in mind due to these major gameplay changes you will keep and lose certain things. Don't get too upset, this will allow you to learn the new mechanics of the game.
WHAT YOU KEEP
All Materials
Entity Points (Known as Dwarf Points now)
The Surface Progression material is REFUNDED.
WHAT YOU LOSE
All Areas
All Floors
All Dwarves
All Placeables
Patch Notes
Achievements
You can now achieve Hot Lava.
Added Archaeology Novice
Added Archaeology Expert
Added Artifact Buffer
Added Over Worked Dwarf
Added Highly Experienced Dwarf
Added Dwarf and Floor Work Force
Steam
Updated all Store Page ABOUT, screenshots and trailer to included the new changes.
Reimplemented Steamworks API. Achievements and other Steam related features should work and show up better.
Offline Calculation
Yes! Finally! Something that's very much needed in an idler and it's here!
Implemented calculations for offline gains. This does not include multipliers for its calculations.
Added Calculation for Dwarves working on any Floor. You must have the Floor type to earn offline gains from it. Dwarves will also level and gain Dwarf Points while offline too.
Added Calculation for Furnace, Crusher and other placeables. For offline progression to count, you need to have fuel in a placeable and have it crafting whilst you log off.
Material gain will go by its rarity in the game. Dirt being the most common and Uranium being less common.
Major Dwarven Book Changes
Materials are no longer in the Dwarven Book and are now shown on the main Canvas.
Dwarven Book was completely reworked and it's used for spending Dwarf Points.
Dwarf Points are now used to increase the multiplier of Hit Damage, Hit Speed, Experience Gain and Stamina. Once the timers count down, the multipliers will increased based on the amount bought. These multipliers are global for ALL Dwarves.
Guide
Guide was originally scrapped and reworked from the ground up. It's now fully implemented.
You can revisit any part of the guide by going to Settings.
Major Dwarf Changes and Additions
Dwarf Behaviors were removed.
Dwarves are no longer free on floor reset. Instead, you buy Dwarves at the Cloning Orb (Big yellow Orb at Floor 1, Area 1).
Dwarves can no longer be clicked to regenerate Stamina faster.
Added Cloning Orb. Cloning Orb allows you to purchase and clone Dwarves. Before purchasing a Dwarf, you will see that it has stats or unlocks an ability. Cloning a Dwarf by merging two Dwarves will increase the stats it has by a specific amount. Refreshing the Dwarf Buy page will cost materials or certain points and give you new Dwarf buy options.
Added Ultimate Abilities. Dwarves are given Ultimate abilities on your first Cloning. If you don't have them all, don't worry, you can still get them! Cloning a Dwarf with an Ultimate Ability will unlock a new set buttons you can click to make Dwarves have increased Hit Damage, Hit Speed or Increased Experience Gain for X seconds. This will inevitably allow you to push your Dwarf to do something special if you need to. Ultimate Abilities works on all Dwarves, you just need to have a Dwarf with that ability after buying.
Dwarf Skills were updated with the new changes using Dwarven Book multipliers.
Added NEW skills for Dwarves! This is implemented but a WORK IN PROGRESS. We had new artwork for the Dwarves made months ago and they're finally being used! I had to come up with a concept on how to utilize these new dwarf look and animation. Decided to place them in the Skill Tree and they're valuable. Choose your Skill Trees how you want to build your dwarves material grind!
Added Fire Dwarf Skill Tree. Adds a 10% chance to burn tiles when mining.
Added Ice Dwarf Skill Tree. Adds a 20% chance to add frostbite when digging water. Frostbite will add ice to your inventory. Ice takes 2 minutes to melt into Gathered Water.
Added Poison Dwarf Skill Tree. Adds a 10% chance to Poison enemies and tiles. Adds a 10% chance to Poison enemies and tiles.
Updated Prestige Skill description and included Total Prestiges amount. I also included information that Prestige does NOT reset on Skill Reset.
VFX
Added Fire VFX for Fire Dwarf Skill.
Added Ice VFX for Ice Dwarf Skill.
Added Poison VFX for Poison Dwarf Skill.
Enemies
Enemies no longer drop world loot, but instead drop loot within a Combat Floor.
Enemy Loot Table has been updated to include more than just Slime and Wood.
Reworked Health and Armor due to the new changes.
Major World Generation Changes
Floors are no longer free and they no longer have a chance to spawn on a floor reset.
Areas are no longer free. You have to buy areas with materials.
Areas will automatically move to the Dwarves when it's available to move.
Dwarves will no longer move in all Floor Types except The Surface.
Tile Health will dynamically change on each new area. This will be floor specific, not global.
Reduced intensity of tile shaking after being hit.
Floors
Floors now cost materials and area requirement to purchase.
Floors are now separated by type. Mineable, Combat, Liquid and Loot.
Mineable Floor allow Dwarves to Mine. Mineable tiles will move to Dwarves when it can.
Combat Floor allow Dwarves to fight Enemies. If no Loot Floor is available Dwarves will alternate in Combat and Looting.
Liquid Floor allow Dwarves to Dig and Pumps to pump. If no liquid is available it will reset the floor when it's time and try again.
Loot Floor allow Dwarves to Loot. Loot will be sent from a Combat Floor overtime if setup in the Floor Action Window.
Floors now have a Level System. Floors can gain experience by Dwarves being active on that Floor. When a Floor levels you will gain a Stat Point to spend on randomized list of properties to help your floor.
Floors can be converted to another Type, resetting the entire Floor (Level, Loot, Stats, etc) and it becomes costly if you continue to keep doing it.
Areas
Areas now cost materials to purchase.
There's an Auto Unlock toggle to automatically continue if you have the materials.
If you do not have the material cost, it will reset back to the first area in 10 seconds.
Archaeology
Multipliers and Buffs were updated with the new changes. Multipliers will use baseStats * DwarvenBookMultipliers.
Enemy Spawn Buff is now Floor Exp Gain.
Quality of Life
Tooltips have been added to Archaeology, Recipes, Placeable Windows and more!
You can now press Escape (ESC) to exit opened windows.
Added a Dwarves Near window. You can hover any Dwarf and it will show all Dwarves near with a quick button go-to instead of going to the Dwarves Window, selecting floor and finally getting to a dwarf you want to edit or look at. You can change Name, Behavior and View Skills within the Dwarves Near Window.
You can enable and disable the "Dwarves Near Window" in the Dwarves Window.
Placeables
Completely reworked placeables to make them better.
This rework of Placeables is basically a huge QoL visually and internally to perform better and had a lot of redundancies removed. Not only that, it made a dynamic room open for The Surface Placeables implementation.
Placeables are no longer free to place and you can no longer place them everywhere you'd like.
Dirt, Stone, Mud are no longer fuel sources.
Door
Door transferring Dwarves from floor to floor was removed. It's now in the Dwarves Window under "Transfer" button. If you do not see the button, that means you need to buy a floor. The whole concept behind the door was very redundant and I made it easier without wasting space for Placeables.
General
Added Text at the top showing you what the placeable is doing. If it's not working then it'll show "Idle".
Updated Fuel and Output texts and increased the font size.
Replaced Output Timer and Fuel Timer texts with a progress bar.
Fusion Machine
Fusion Machine is now fully implemented. You can now see and use the Hardened Dust Slot.
Added new recipe Hardened Dust II
Added new recipe Hardened Dust III
Added new recipe Hardened Dust IV
Added new recipe Hardened Dust V
Camera
Added zoom limiations depending on Camera position.
Added position limitations so you don't go too far.
Materials
Water was named to Gathered Water so there's no confusion with Bottled Water.
Lava was named to Gathered Lava so there's no confusion with Bottled Lava.
Diamond, Uranium, Water and Lava will now have its rarity increased when you unlock more floors. Lower the floor, the higher spawn chance.
UI
Removed "Combat Damage" and "Combat Speed" texts and replaced them with "Hit Damage" and "Hit Speed".
Settings Window
Added Exit Button in Settings.
Added Guide Button to repeat any guide.
All options are much bigger now.
Removed Backup Save Button.
Dwarves Window
Added "Toggle Dwarves Near Hover" so you can disable and enable it at any time.
Floors are now shown as buttons instead of a drop-down showing the floors.
Performance
Increased performance. I had enemies and tiles hiding when the camera wasn't near them and showing when it was, but after a few internal testing I found out it was causing more performance issues than doing good. Removed and everything is going even more smoothly now!
Added a Load Manager. The world can become pretty big and so can the save file. Instead of everything loading all at once it'll take time its time to performantly load the world and everything in it.
Fixes
Fixed being able to click behind certain UI buttons and windows.
Fixed music audio changing with gameplay audio in the Settings.
Fixed skill tooltip not closing after Skills window has closed.
Fixed tooltip not accounting for resolution changes.
Dwarf
Fixed a rare bug where if you close the game when a tile was about to be destroyed the dwarves wouldn't mine. Dwarves should mine that destroyed tile and continue mining now.
Fixed default Dwarf body attack animation playing at an offset.
Fixed an issue that caused certain Dwarf body type to not continue their Combat Attack animation.
Placeables
Fixed an issue when adding more fuel the amount wouldn't update until it ticked.
Fixed an issue when building any placeables, the fuel would not update properly, causing excess loss in materials.
Fixed sprites flickering after crafting an item.
Fixed crafting timers continuously running when there's no resources left to craft. This was on all placeables (Furnace, Crusher, Fusion, etc).
Fixed ladders not showing properly after loading game from a save.
Pump
Fixed Pump item icon not showing the current item being crafted if it has been filling bottles.
Fixed Pump not giving items after it finished filling bottles.
Furnace
Fixed craft timer not updating when loading from a save when you're smelting Glass.
Fusion
Fixed Fusion Machine not able to fuse items due to invalid recipe error.
What's Next?
Next is to polishing up the Dwarf Skill Tree to ensure everything is working properly and continue working on The Surface. In the meantime between those, hotfixes will be done when bugs are found and reported.
I cannot thank you all enough! I really do appreciate the feedback and support you've given Dwarves Mining Idle and our team. We're trying very HARD and I must say I'm really comfortable with the new changes.
Two new characters are available to unlock: the Scientist and the Baseball Player. The Scientist carries a laser pointer and a boiling flask with toxic fumes, and the baseball player makes good use of his bat and ball.
New Foes!
All worlds feature new or reworked enemies, with new attacks and visual uplift to certain attacks to make them read more clearly. Combat pace has also been tuned to accommodate for the fact that all characters have had their starting dash charges reduced by 1. (Dash cooldown has been reduced as a result) These changes together will hopefully make combat feel a little more deliberate, and a little less chaotic.
Today's been focused on a bunch of small improvements and fixes, both for the new facet anchors and some other stuff!
You can now switch which hand toggles the facet anchors and which one triggers dash! You can control visibility of individual facet anchors from your avatar too to build your own systems to toggle them on and off!
You can now also bake individual blendshapes or even split blendshapes to left/right on meshes! And the button to find/break drives is now on lists too!
New Features:
- Add OverrideState to AvatarFacetAnchor, which allows overriding the active state of given facet anchor from the avatar (requested by @_amplified_, lxw404, issue #2125) - Added option to swap which controller (left or right) toggles facet anchors and which toggles the dash (requested by @imerin., @waya, issue #2118) - Add AreAppFacetsOpened node, which indicates of the user has facet anchors opened -- This only indicates the global open / close - the individual overriden state is not indicated through this
- Add ability to bake/remove individual blendshapes through the extra action button in the inspector on a SkinnedMeshRenderer (requested by @fukuro8232, issue #1644) -- This can also be invoked from ProtoFlux - Add ability to split individual blendshapes symmetrically across an axis (X, Y, Z) on SkinnedMeshRenderer -- You can use this to split blendshapes that apply across the mesh to ones that only affect Left or Right -- E.g. if avatar has single blendshape for certain expressions, you can make them single-sided using this function -- Invoking this from the inspector assumes that the mesh in its default pose is perfectly centered on the axis -- This method can also be called with ProtoFlux, which allows controlling the offset and transition range
Tweaks:
- Changed the OffsetFactor/Units for UI materials based on community feedback to prevent ZFighting on UI's when further away from the origin (based on feedback by @epiceaston197, @shiftyscales, @lexevo, @banane9, @bluecyro and @ohzee, issue #1292) - Contact session notifications will no longer show sessions started by contacts that haven't accepted the contact request (reported by @epiceaston197 and @banane9, issue #2031) - Rework list editors to use the same code for generating labels as root items -- This fixes list items (including blendshapes) not having buttons for extra operations & value copying (reported by @scarstrf, issue #639) - Developer tool will now better reject gizmos when selecting items to prevent them from being selected accidentally (based on report by @emergencytemporalshift, issue #1460) - View facet anchors no longer take laser priority (based on report by @shiftyscales, issue #2129)
Locale:
- Merged Japanese locale update by @.aesc - Merged Korean locale update by @mirpasec - Merged Chinese locale update by modimobeikete - Merged French locale update by @j4.lc - Merged German locale update by @muppeq
Bugfixes:
- Fixed ReferenceDrive attempting to drive non-local references with local targets, resulting in a crash (reported by @lill.la, @liny_fox ( 😔 ), @banane9, @zyzylian, @nytra, issue #712) - Fix facet anchors being active in desktop mode when they shouldn't
Went through a ton of testing to ensure more proper room and map joining/syncing code. Should stop issues with duplicate photon views or mismatched maps
Rewrite of loading overlay scripts for map loading/lobby
Error log/console can display on any screen, including loading overlay
Mortar direction resets each round
Fix for shotgun impacting decoys too many times
Fix for occasionally invisible players 👻
Fix for Oceanside Old fog being enabled
Fix for round timer visibility issues
Fix for faulty SGCheats sync sometimes when joining room