1. A new feature will be launched soon: automatic sweeping of the Imperial Squad! 2. “Treasure Race” activity will be launched soon, unlocking or upgrading treasure parts can get points reward. 3. Optimize the experience of Expedition.
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.
New Boss Bloon Blastapopoulos, the Demon of the Core has returned!
While in play, towers suffer from reduced range & ability cooldown rate.
Blastapopoulos passively burns off damaging effects applied to them, and has the Purple Bloon type property. Damage type enhancements can get around this as normal, but this doesn’t change projectile temperature!
Overheating! Most projectile hits heat up Blastapopoulos, with anything weak to purple (fire, lasers & plasma) increasing heat even more, so use these damage types at your own risk or bring along some Ice attacks to cool things back down! Whenever maximum heat is reached Blastapopoulos vents the excess, briefly stunning towers & increasing ability cooldowns then superheating the area for a short time, causing all projectiles to burn up faster than normal.
Skulls when triggered will fill up a portion of Heat, and spew out a number of Fireballs & Pyroclastic Rocks.
These Fireballs will target your towers & create debuffing pools of magma around their targets while the Pyroclastic Rocks land around Blastapopoulos to form impenetrable barrier rings around the boss until they expire
You’ll need to carefully manage your heat to avoid dire consequences!
New Awesome
New Advanced Map, Ancient Portal
Both ancient and modern, the portal has clearly moved this map through time, so they can easily shift Bloons from one path to another. With all of that energy at play, there is clearly explosive potential.
New Quests
5 Minutes of Frozen Over - a reversed race! With a limit of 5 minutes send as many rounds as you can in this marathon-not-a-sprint to score as much damage as possible
One Sided - Beat half of Infernal, with half of the play space. Oh it’s the wrong half!
Fast Tracked - A trial quest that’ll give you a taste of the new Fast Track IAP (More detail on that below!)
New Trophy Store Items
Heroes: Pat Fusty Pet Pig
Monkeys: Buccaneer Flavored Trades projectiles
Game & UI: Spooky Night banner
New Limited Time trophy items (Note: Not available until the seasonal event begins!)
Tricky Ghosts avatar, Bat BFBs Bloon skin
New CT Team Store items
Flying Props: Haunting Ghoul
Icons: Carved Pumpkin Icon
Frames: Spider's Web Frame
Game Changes / Additions
Co-op overhaul (Part 1)
We are currently going through a large overhaul of the co-op code, which will happen over multiple updates. This first phase is already showing us greatly improved average performance and cleaner game state handling.
Revamped in game store
We really felt it was time to make our store nicer and easier to engage with. Please browse at your leisure, with separate sections to more easily find what you’re looking for and improved display of visuals and descriptions.
Along with this we’ve added a couple brand new packs to check out
Fast Track Pack! A returning favorite from BTD5, with dynamic improvements!
When enabled, skip the first 25% of rounds for the current game. This scales to match how long the mode is, so for any 300 round custom challenge enjoyers out there you will now be able to skip the first 75!
Starting Cash is updated to reflect these skipped rounds
Starting Hero XP is updated to reflect these skipped rounds
Double Cash & Fast Track can now be enabled/disabled from the play screen
Available in most areas, however will still not show in Competitive Modes or CHIMPS
Challenge Editor will support a ‘Fast Track Disabled’ option at launch for any challenge creators who wish to enforce the starting rounds in their challenges
Pets Pack IAP
This pack includes all current Hero & Monkey pets up to update v45
Exclusive Pack of Pets avatar & Gang’s All Here banner
Challenge Editor ‘modifiers’ have been redesigned
These now fit into a more understandable inclusions/exclusions list
Works similarly to how the tower exclusions/inclusions list currently does
Map Editor support added for a maximum up to 8 track paths, this shouldn’t be too crazy but we feel it still opens up significant room for new ideas.
Bug Fixes & General Changes
Refactored how all audio clips are played
Heavy behind the scenes updates & refactoring, we can expect some odd niche problems due to this
A number of localization fixes
Holding down the Hero hotkey without enough cash to place that hero will now prime your hero ready for placement as soon as enough cash is available
A full ability quickbar should now close properly on wide resolutions
Holding down the ‘Select Hero’ hotkey should no longer rapidly refresh the Hero UI
Sandbox no longer allow players to include crashy negative values or the brown note
Resolved a long-standing bug where the Empowered Heroes knowledge applied to heroes again after being sold
Fixed the moon
[Achievement] ‘When the going gets tough’ should track correctly again
The ‘Bats’ placement animation should display correctly again
Resolved a number of menu UI softlocks & visual glitches
The ‘Happy Holidays’ emote should now be grouped with other Text Emotes
Resolved an issue where restarting may not correctly count towards tower unlocks
Event changes
Resolved some inconsistencies with rule displays
‘Boss Appears In’ counter should update correctly after continuing save games
Resolved a crash when submitting Boss Event scores with a poor internet connection
Scrolling while in the teams messages page no longer zooms the Boss Rush world UI
Users noticed that now we have 24 towers in the game, Collection Events will show the same featured monkeys at the exact same hour mark every time that the cycle loops. To break this up, the featured order will now increment forward by 1 upon every loop.
Map Specific changes
Resolved many cases of inconsistent alignment for text boxes attached to certain map Gizmos and Removables
Pre-game prep spikes should now position correctly on Luminous Cove in Reverse
Polyphemus eye mechanic should no longer sometime break with Retry Last Round
The Flooded Valley removable no longer bricks itself after restarting
Resolved a number of cases in which map-based Easter Eggs with weapons were not counting their damage to the end-game victory summary.
On Castle's Revenge Bloonarius bleed bloons should no longer immediately exit
Luminous Cove seaweed visual state is now co-op synced
Tower Specific Fixes
Boomerang Monkey
5xx Glaive Lord should no longer apply DoT to DDTs without Lead power
Bomb Shooter
xx4 Recursive Cluster, resolved some weird stat population issues across crosspaths, this may unintentionally cause balance to work as intended
Ice Monkey
xx5 Icicle Impale should no longer fail to slow already Frozen targets
Glue Gunner
500 The Bloon Solver can now correctly take buffs without needing a crosspath first
xx3 MOAB Glue can no longer slow Dreadbloon’s Rock Bloons
Sniper Monkey
240 Supply Drop’s projectile bounce distance should now correctly increase with crosspath, more on this later.
Monkey Sub
Monkey sub should no longer display a paragon pip without all T5s unlocked
Monkey Buccaneer
5xx Carrier Flagship crosspaths have had a number of inconsistencies resolved in how stats add together
Heli Pilot
x5x Special Poperations can no longer Door Gunner towers down on top of Helipads
xx4 Comanche Defense resolved a crash which re-broke another crash
Resolved the other crash again
Super Monkey
4xx Temple when sacrificing towers with platforms, should no longer sell the towers on those platforms instead of sacrificing them
052 Anti-Bloon’s left hand now correctly deals +1 damage to Camo. You’re welcome, lefties!
Alchemist
x5x Total Transformation should no longer cause a crash when transforming a tower with its own platform
Mermonkey
120 should no longer have more range than 220
3xx Abyss Dweller pierce buff should now stack correctly with other pierce increases
5xx Lord of the Abyss resolved some inconsistencies applying buffs to supported towers
5xx Lord of the Abyss should no longer have a weaker slow against MOABs than the T4
xx4 Symphonic Resonance totem can be redeployed, it’s neat so we’re not changing this
xx4 Symphonic Resonance totem can no longer place out of range with Drop & Lock
xx4 Symphonic Resonance totem should save location correctly on moving platforms
xx5 The Final Harmonic totem spawn cooldown 6s > 12s (This was hard capped at a 12s minimum makes no difference)
xx5 The Final Harmonic’s trance visual should now update to reflect attack rate changes
Obyn Greenfoot
Lv11 Nature’s Clarity no longer increases lifespan by a factor of acquisition range
Captain Churchill
This balance change was added last update although the wrong variable was being applied, this has now been corrected.
Benjamin’s cash counter now displays earnings from Skimming in Half Cash
Geraldo
Gerry’s Fire should no longer be placable on xx4 Mermonkey Totems
Geraldo’s Quincy Action Figure should no longer display Favoured Trades’ sell buff icon
Rejuv Potion should no longer cause some abilities to double up in a single use
Rosalia
Lv7 Flight Boost should no longer be drainable by Lych
Platform Specific fixes
[Steam Versions] Hotkey changes
Monkey Bank 'Collect' money: linked to the 'Monkey Special 1' key
Monkey Bank 'Deposit' money: linked to the 'Monkey Special 2' key
New Advanced Hotkey: Ace Centered Path
New Advanced Hotkeys: Selected tower Active Ability 1, 2 & 3
[Steam Versions] when using click and drop, moving cursor outside of window should no longer snap towers to the middle of the screen rather than deselecting it
[MacOS] Resolved an issue that could cause loading to get stuck at step 5 of 9
[MacOS] Added support for Retina resolutions
[Mods] Resolved crash that could occur after removing some modded maps
Balance Changes
As nothing else did what we wanted, we’ve created a new damage for middle path Mermonkey! This has also been adopted for use with the 3xx Druid Tornado & may see more later
Dart Monkey
Juggernaut attacks too slow to fully utilize its knockback, so we’re doubling the knockback to regular Bloons with a smaller increase also to Ceramics. Bottom path is seeing quality of life changes aimed at improved crosspathing and projectile speed progression as this path focusses on projectile range and speed.
xx3 Crossbow projectile speed increased from 360 > 400
xx4 Sharpshooter projectile speed increased from 400 > 450
xx5 Crossbow Master projectile speed remains 450
Boomerang Monkey
With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we’re pushing its price up slightly to fit into that gap. We were unhappy with the recent MOAB Press nerf, so this is being undone for further review. Boomerang paragon use has dropped in use recently so we are taking the opportunity to lower its price.
5xx Glaive Lord DoT duration reduced from 15s > 10s
5xx Glaive Lord price increased from $29,400 > $32,500
104 MOAB Press pierce increased from 260 > 300
204 MOAB Press pierce increased from 320 > 420
Glaive Dominus price reduced from $275,000 > 250,000
Bomb Shooter
Compared among similarly priced hybrid AoE/supports, Really Big Bombs is a lacking stepping stone so we’re improving its damage and granting much more pushback. Even without the ability popping Black, Eliminator has been doing fine, so we are finishing off removing the Normal type on the main projectile.
3xx Really Big Bombs damage increased 3 > 4
3xx Really Big Bombs Bloon pushback increased 10 > 20
5xx Bloon Crush pushback amount to MOAB-Class Bloons unchanged
x5x MOAB Eliminator base attack type Normal > Explosion
024 Recursive Cluster cluster projectile speed now scales with Missile Launcher
Ice Monkey
Embrittlement had too much going on at T4 without much reason to use T3, as Ice Shards alone is already similarly priced to other Camo removal options and with the Primary category lacking in Camo detection, we have split Embrittlement up and introduced Camo removal at T3 so we can leave Embrittlement to focus entirely on being a damage support upgrade. While we’re still considering future plans here, increasing layers frozen from 5 > 8 at least means that Absolute Zero’s freeze can now last through all standard Bloon layers from a single application. As similar choices are currently leveling out with higher power Cryo Cannon feels like it deserves to have some power brought back.
3xx Ice Shards now also removes Camo & Regrow properties from targets
050 Absolute Zero main attack layers frozen increased from 5 > 8
xx3 Cryo Cannon price reduced from 2250 > 1950
xx3 Cryo Cannon freeze duration 1.2s > 1.5s
Glue Gunner
Top path glue struggles with large numbers of targets until T5 where it suddenly has no trouble at all, to improve earlier tier cleanup we’re taking a small amount of power out of the T5 glue puddles but improving T4 puddles and increasing attack rate across lower tiers. As it only increases attack speed and Glue Splatter already hits the majority of targets with no trouble this leaves Glue Hose not feeling that compelling, as this path becomes the full map glue anyway we felt we could improve tower range along this path as well.
3xx Bloon Dissolver price reduced from $2,500 > $2,000
3xx Bloon Dissolver attack cooldown 1s > 0.5s
4xx Liquefier attack cooldown reduced from 0.75 > 0.5s
… and more on that now, the improved bounce distance crosspathing hasn’t ever been as useful as we hoped, so this benefit is being greatly improved.
240 bounce distance increased 50 > 80
Monkey Sub
We’re improving Reactor’s attack cooldown to improve general consistency. Ballistic Missile struggles greatly against standard Bloons since almost all of its power is in the Ceramic/Moab bonus, so we’re also balancing this consistency out with greater damage to standard targets while retaining the same total MOAB-Class power at the cost of pierce. Sub Paragon unsubmerged form is overperforming, so we’re reducing the boss power of the main attack while greatly improving the less desirable submerged power.
Sub Paragon Main Dart bonus damage to boss reduced from 300 > 200
Sub Paragon Airburst bonus damage to boss reduced from 180 > 100
Sub Paragon Submerged radiation damage increased from 50 > 250
Sub Paragon Submerged radiation bonus damage to boss reduced 500 > 250
Sub Paragon Submerged radiation bonus damage to Ceramic 50 > 250
Sub Paragon Submerged radiation attack cooldown reduced 0.425 > 0.28
Monkey Buccaneer
Aircraft Carrier is too high power for the price so we are reducing plane attack speed but have left 420 path radials unchanged as it has been the less powerful crosspath after T3 for a while. MOAB damage stat buff for middle path's canons as a low portion of the total damage is dealt by these since the frags fix. Due to loud Lead tinking screams, all Navarch damage is been set to Normal instead of flowing up from lower tiers.
050 Pirate Lord cannons bonus damage to MOABs 5 > 10
Paragon damage Type Sharp > Normal
Monkey Ace
Fighter Plane’s missiles often get stuck circling slower targets until they expire, since Ace can’t reasonably plan against this the missile turn acceleration has been tweaked to reduce chance of this happening. Tsar Bomba is a powerful ability that sees a decent lot of use for an ability heavy upgrade, but as it doesn’t really add to the tower outside of that ability we’ve decided to give the base bombs a boost so that well placed Bombing Runs can shred through Super Ceramics.
x5x Tsar Bomba bombing run damage increased from 10 > 15
x5x Tsar Bomba bombing run deals bonus damage to Ceramic 8
Heli Pilot
Among technical players we’ve received feedback that the massive range of the Heli’s missiles causes problems with controlling what heli’s choose to attack & when so we’ve reduced the range of these missiles to a more reasonable number, this is still double the range of the Heli so the missiles will continue to fire first before other attacks but not quite from so far away. As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it’s quite strong for a T3 so the slow amount was reduced but we’ve made the T4 now better than the T3 was before.
General tweaks to top path upgrade flow, slightly moving up the costpoint but improving the power of this path. Middle Mortar is seeing improvements mainly for damage over time crosspathing, and we’ve also added Burny Stuff to the Pop & Awe ability with crosspathing. We had been happy with Shattering Shells for a while, but as the game has evolved outright removing Fortification isn’t as valuable anymore, so the price feels high for such a specific role compared to other supportive options.
302 Shell Shock DoT tic duration remains at the higher rate
4xx The Big One price increased from $6500 > 7200
4xx The Big One shockwave bonus damage to ceramic 1 > 2
5xx The Biggest One center explosion bonus damage to Ceramic 20 > 30
5xx The Biggest One center explosion bonus damage to MOAB 20 > 30
502 The Biggest One DoT damage increased from 50 > 60
032 Heavy Shells burning damage per tick 2 > 3
042 Artillery Battery burning damage per tick 3 > 4
052 Pop and Awe burning damage per tick 5 > 18
052 Pop and Awe DoT duration increased from 3.75s > 7.5s
052 Pop And Awe ability now applies Burning Stuff of damage 36
xx4 Shattering Shells price reduced from $10,500 > $9,500
Dartling Gunner
Since Plasma Accelerator is a heavily MOAB-Damage focussed upgrade so we want to introduce this niche somewhat better at the T3 with a little starting MOAB Damage, while only doing one change here already we also knocked a little price off from Ray of Doom
3xx Laser Cannon now deals bonus damage to MOABs +2
5xx Ray of Doom price reduced from 80,000 > 75,000
Super Monkey
It only scored 5/5 stars instead of a 6/5 in the Hall of Fame due to the high cost, so we’ve lowered that cost to see if this can be re-evaluated.
xx5 Legend of the Night price reduced from $200,000 > $165,650
We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look.
Magic Arcane Blast attack pierce increased 7 > 15
v1 Magic Arcane Blast attack damage 20 > 40
v2 Magic Arcane Blast attack damage 30 > 60
v3 Magic Arcane Blast attack damage 35 > 70
v1 Primary Golden Glaives attack damage 10 > 50
v2 Primary Golden Glaives attack damage 20 > 100
v3 Primary Golden Glaives attack damage 30 > 150
v1 Primary Golden Blades attack pierce 10 > 100
v2 Primary Golden Blades attack pierce 20 > 200
v1 Primary Golden Blades attack damage 15 > 150
v2 Primary Golden Blades attack damage 25 > 250
$300 Primary pierce buffs reduced 5 > 2
$10k Primary pierce buffs reduced 5 > 2
$15k Primary pierce buffs reduced 5 > 3
$25k Primary pierce buffs reduced 5 > 3
$1k Military pierce buffs reduced 5 > 3
$7.5k Military pierce buffs reduced 5 > 3
$15k Military pierce buff reduced 5 > 4
Ninja Monkey
To allow Shinobi combos to scale more effectively with the Flash Bomb, the combo-attack pattern is being improved with more base Shuriken pierce & slightly larger bonuses to Stunned & Stickied targets – however the increased range at T4 is being removed. Ninja Paragon’s Camo bonus has been interesting, but we want to scale this up in many places to feel like a more significant overall boost when it comes into play. Additionally this Paragon hasn’t scaled the best at high degrees as Stickies attacking faster than their Fuse Time would make the attack weaker at single target, we are slowing the sticky attack but giving it back proportionally more damage to resolve this with an overall buff.
xx3 Flash Bomb shuriken pierce increased 2 > 4
xx3 Flash Bomb shuriken bonus to stunned 3 > 4
xx4 Sticky Bomb shuriken bonus to stickied 3 > 4
xx4 Sticky Bomb no longer increases range
xx5 Master Bomber main shuriken bonus to stunned 9 > 19
xx5 Master Bomber main shuriken bonus to stickied 9 > 19
Paragon Main Attack bonus damage to Camo increased 6 > 16
As a small tax to low tier Alchemists we are moving cost from Stronger Stimulant into Berserker Brew, this shouldn’t hurt much for general play and keeps un-discounted Stimulant the same. As this was an oversight Total Transformation is now being enabled to transform mermonkey.
3xx Berserker Brew price increased from $1,300 > $1,400
4xx Stronger Stimulant price reduced from $2,950 > $2,850
x5x Alchemist can now transform Mermonkey
Druid
Now that Tornadoes are one of the more popular Bloon Stall choices we looked more into its upgrade progression, tornado projectile speed is being reduced as a benefit to Ball Lightning to prevent tornado outpacing the lightning ball so quickly, and to more suit it as a Cold/Magic themed upgrade plus differentiate from similar supports the weaknesses are changing. More directly to Ball Lightning we feel it needs a considerably higher freeze duration for the freeze to matter as it casts slowly. Our initial rework to Vine attack rate in v44 caused some issues at T4, to get around these issues T4 now improves the power of vines directly instead.
3xx Druid of the Storm tornado projectile speed reduced from 90 > 72
3xx Druid of the Storm tornado weakness changed from Lead > White, Purple
4xx Ball Lightning freeze duration increased from 1.5s > 4.5s
5xx Superstorm DDT pierce penalty reduced from 9 > 7
x3x Druid of the Jungle track brambles refresh rate can now receive buffs
We were cautious with initial low tier Mermonkey upgrades, but as nothing seriously unexpected came up we’ve reduced the base cost and improved the projectile lifespan which should help with issues on some higher tier upgrades.
000 Mermonkey price reduced from $600 > 475
000 Mermonkey projectile lifespan increased from 100 > 200
As the middle crosspath is currently less useful for higher tiers, we’ve upgraded Sharper Prongs to improve Tentacle pierce as well. As the main Trident’s damage falls behind and has caused annoying layer skipping for some more observant players the damage of this attack is increasing at T3 & T4. The % pierce buff is being improved at all levels since this has settled without causing too much of a stir, and finally Lord of The Abyss’s price is being greatly reduced as a heavily pierce built design it requires some single-target assistance to perform well.
3xx Abyss Dweller pierce buff increased from 5% > 10%
4xx Abyssal Warrior pierce buff increased from 15% > 20%
5xx Lord of the Abyss pierce buff increased from 30% > 40%
5xx Lord of the Abyss price reduced from $29,000 > $23,000
While the Arctic Knight has been popular, Riptide Champion has major pierce issues and is seeing a price reduction as well as a pierce increase to make up for this. Arctic Knight itself is receiving the brand new damage type added this update; as it is gaining a weakness to White Bloons from this and wasn’t too wild before we are increasing the power as well & allowing the ability to carry over 1 round to prevent projectiles timing out immediately when cast at the end of a round. Popseidon had unintentionally more pierce on the central trident’s split projectiles, so this pierce is being spread out for a total increase. Finally popseidon released with a very wide projectile arc to prevent the seeking projectiles from clumping immediately, we like how this has worked out but feel that only the 052 crosspath needs to have this increased arc.
x3x Riptide Champion price reduced from $2,800 > 2,300
x3x Riptide Champion pierce increased from 8 > 12
x4x Arctic Knight pierce increased from 14 > 15
x4x Arctic Knight weakness changed from Purple > White, Purple
x4x Arctic Knight ability damage increased from 15 > 20
x4x Arctic Knight ability projectiles last through 1 round end
x5x Popseidon central trident pierce increased from 16 > 18
x5x Popseidon side tridents pierce increased from 16 > 18
x5x Popseidon central trident split pierce reduced from 24 > 18
x5x Popseidon side tridents split pierce increased from 16 > 18
x5x Popseidon projectile arc reduced from 60 to 45
052 Popseidon projectile arc remains at 60
Echosense Network hasn’t felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. Mermonkey’s trance was extremely powerful against MOABs but limited against regular Bloons, so we’ve shifted prices apart & improved T3 while raising the cost of T4 to a more appropriate level. Same as with Abyss Dweller the middle crosspath has shown to be less useful for higher tiers, so this also sees a pierce increase to the Trance attack.
xx2 Echosense Network maximum stacks increased from 5 > 10x
013 Alluring Melody gains extra pierce from Sharper Prongs +1
xx3 Alluring Melody price reduced from $2800 > 2000
xx3 Alluring Melody base pierce increased from 2 > 3
xx4 Symphonic Resonance pierce unchanged
xx4 Symphonic Resonance price increased from $4600 > $7600
Spike Factory
Still very strong cleanup, Spiked Balls slowly approaches 10 pierce, while leaving Spiked Mines unchanged for more encouragement to upgrade past it. Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out.
3xx Spiked Balls pierce reduced from 12 > 11
205 Permaspike pierce reduced from 90 > 85
Engineer
The Ultraboost ability is now starting on cooldown to put a limit on buy’n’resell issues, but this is to ease up on the use per round limit which was causing frustration. We felt the Master Builder's perma-buff-per-round wasn’t valuable enough to make use of building in advance, so we are reducing the base attack speed with increased power in return to more heavily improve the maximum scaled power from this.
x5x Ultraboost ability now starts on cooldown
x5x Ultraboost uses per round increased 3 > 10
Paragon attack cooldown increase per round increased 0.1 > 0.3
Paragon nail gun attack cooldown increased from 0.3s > 1s
Paragon nail gun attack damage increased from 100 > 300
Paragon nail gun attack boss bonus increased from 100 > 500
Paragon nail gun pin duration increased from 1 > 5
Paragon Green Sentry now has a Lock in Place target option
Beast Handler
Base handler's beast range felt too high starting off when considering the tower is built around sharing range between multiple Handlers so this range is being reduced.
000 Beast Handler acquisition range reduced from 60 > 50
Top Handler is designed around huge inconsistent power, however Megalodon feels that it should be more reliable for the investment required so we are improving both thrash radius and reducing the cooldown. Fish RBE limit before being able to devour the target instantly is being increased to last further into freeplay.
5xx Megalodon thrash radius increased from 36 > 48
5xx Megalodon cooldown reduced from 1 > 0.8
3xx Max Pull RBE limit increased from 250,000 > 500,000
Bottoms will now move slower but speed up as more beasts are merged into them, likewise they will attack slower at first but faster through their merges. This should add more merge value to lower tier birds while overall nerfing to the base level for currently overpowered higher tiers.
xx1 Gyrfalcon fly speed reduced from 110 > 80
xx2 Horned Owl fly speed merge range increased from 0 > 40
xx2 Horned Owl ceramic penalty reduced from 5 > 4
xx2 Horned Owl attack cooldown increased from 0.7s > 1s
xx2 Horned Owl attack cooldown merge range 0.28s > 0.4s
xx3 Golden Eagle attack cooldown merge range 0.28s > 0.52s
xx3 Golden Eagle attack cooldown increased from 0.6s > 1s
xx5 Pouakai attack cooldown increased from 0.6s > 0.8s
Captain Churchill
Lower attack rate hurt Churchill's early game too much so these lower tier rates have been improved. His range upgrade increases were too small considering the large base range, so these have also been improved. While useful when it comes online, Churchill's Machine Gun never scaled the best so needs further improvements to scale up with higher levels. & finally since it's very hard to get to Lv20 at all, we’ve given a nice bump to base damage here as well.
Lv1 Attack cooldown reduced from 1.8s > 1.5s
Lv8 Attack cooldown reduced from 1.5 > 1.2s
Lv1 Acquisition range increased from 63 > 65
Lv4 Acquisition range increased from 66 > 75
Lv5 machine-gun damage increased from 1 > 2
Lv7 machine-gun damage increased from 2 > 4
Lv12 machine-gun damage increased from 3 > 6
Lv14 machine-gun damage increased from 4 > 8
Lv18 machine-gun damage increased from 5 > 10
Lv15 machine-gun bonus damage to Fortified increased from 1 > 2
Lv18 machine-gun bonus damage to Fortified increased from 1 > 4
Lv20 Cannon damage 15 > 20
Ezili
Though we feel she is quite powerful already later in the game, Ezili has quite a hard time in the early game, we’ve given more initial damage over time to allow her to clean up early Green Bloons with one attack
Lv1 damage over time damage increased from 1 > 2
Lv8 damage over time damage remains 2
Sauda
Sauda's early game feels exceptional and is seeing a pierce reduction, however as her Sword Charge struggles to break super ceramics as they first begin to appear we’re also filling a gap and allowing her to sweep the path twice from Lv14, Sword Charge damage is also being reduced at lv16 but this is only to keep the overall same power level now that it hits twice.
Lv1 pierce reduced from 4 > 3
Lv14 Sword Charge sweeps the path twice
Lv16 Sword Charge damage reduced from 120 > 60
Lv20 Sword Charge damage remains 220
Corvus
We’re happy with how Corvus fits into his new XP curve, although a few edges do need to be smoothed out. First, Corvus early game is kinda broken, for now we’re not touching the spirit itself but have reduced the damage of the Spear spell. Frostbound is currently much better than Repel, so we have doubled Repel’s knockback against non-moabs & increased its radius along with some small nerfs to Frostbound - note that while Frostbound’s freeze on MOABs is being reduced the duration is still longer than the re-application rate so this will rarely be noticed. For Dark Ritual QoL, it will no longer eat up pierce on purple Bloons unless it is able to damage them. Finally, Overload & Might are still somewhat tuned around the higher XP curve and need some nips to their power.
Lv1 Spear spell damage reduced from 2 > 1
Lv5 Frostbound spell cooldown increased 45s > 50s
Lv5 Frostbound spell mana cost increased 170 > 190
Lv10 Dart Ritual filters out Purple targets unless can damage
Lv13 overload damage reduced 1500 > 1150
Lv20 overload damage reduced 3000 > 2250
Lv7 Ancestral might mana cost increased 440 > 550
Lv13 Overload mana cost increased 520 > 620
Rosalia
As Rosalia can’t properly attack while moving the repositioning speed has been increased, and we’ve given her extra attack range. Her abilities have also been noted as difficult to effectively utilize, so we’ve eased up on Scatter Missiles and increased the maximum damage on Kinetic Charge to have a higher potential payoff. Her main attacks also feel they start to fall off too early, so higher levels for these have both been improved at their respective strengths.
Lv10 Kinetic Charge pierce increased from 100 > 500
Lv10 Kinetic Charge max additional damage 3000 > 4500
Lv20 Kinetic Charge max additional damage 8000 > 12000
Lv13 Cluster grenades pierce increased 5 > 8
Lv15 Grenade ceramic damage increased 5 > 6
Lv15 Grenade cluster ceram dmg increased 3 > 4
Lv12 Laser bonus damage to MOAB-Class increased 5 > 10
Lv15 Laser bonus damage to MOAB-Class increased 20 > 30
Lv19 Laser bonus damage to MOAB-Class increased 30 > 45
Relic Knowledge
We didn’t expect the last Deep Heat change to be too crazy of a shakeup, but now that we have new variables opened up for it and have tested these working in the wild we’re going to start improving on these values
Deep Heat freeze duration bonus increased from 10% > 30%
Deep Heat extra layers frozen increased from 1 > 3
These Bloon properties aren’t prevalent enough to justify such small bonuses compared to Raw Damage or MOAB/Ceramic Damage.
Fortified damage bonus to Fortified increased from 2 > 3
Broken Heart damage bonus to regrow increased 2 > 5
We don’t feel Rounding-Up was bad but with Thrive basically always giving significantly more total cash we wanted to close the gap a bit more between these Relics so that the actual fully custom Relic could feel a bit better in comparison to the Power Charge relic.
Rounding Up end-of-round cash bonus increased from $20 > 25
Boss Bloons
Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we’re reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn.
Dreadbloon’s Rock Bloon HP scaling reduced 1.07 > 1.055
Dreadbloon Rock Bloons per spawn increased 3 > 6
Looking Forward
Going into the home stretch of the year with one massive update yet to come. With the Bloons Card Storm release coming next week, we’re feeling quite tactical, so let’s dig right into the details.
Game Editor
We have delayed this to give us more time to iterate and polish. This has become a very robust technical feature, with an emphasis on technical, as we are allowing interaction with the game’s baseline behavior scripts. The technical functionality is complete, but we have not had time to build enough games internally nor share with any modders, so we did not feel comfortable releasing as part of 45. We will complete this work in the next weeks and then decide whether to release as a 45.x update or hold until update 46, so please stay tuned.
Game Editor remains a highly technical feature for its first release, so it may only appeal to players with a solid understanding of code, modding, and/or game scripting. We will be working to improve accessibility in future updates, especially as we build the tower editing features that we’re still keen to offer.
Update 46
Tack Shooter Paragon still on track - this was already planned for 46 so no change there.
Legends is shaping up to be amazing and we’re eager to share more details (check back to the Update 44 Notes Looking Forward if you missed the explanation). We’ll plan on at least one dev diary during development to preview the art and gameplay of this super cool rogue-lite DLC.
Quests, a new “revenge” style map, and maybe some additional surprise content!
PlayStation and Xbox Content Update
Adding 9 maps, 5 hero skins, and 50+ trophy store items to bring the console version further up to date.
Changes are made and we’re working through the submission process.
This time, we aimed to tackle one of the game's most frequently mentioned critiques: there's not enough choices outside of battle! While Decktamer is certainly a complex game when it comes to battling, the gameplay that happens outside of battles could feel lackluster because the player didn't have a lot of agency over their run. You couldn't really choose what event to have, what enemy to fight or what reward to receive. Today, we're proud to announce a new system that aims to fix this.
Encounter Choices
Before each battle, you'll now have the option to choose between two encounters. Each encounter presents a unique group of enemies to face, a set of rewards you'll earn upon victory, and a special event that unfolds in addition to the items. This system gives you more control over your journey, allowing you to influence which enemies you'll face (and potentially tame) and which rewards you'll collect. Need more berries? Pick the encounter with berry rewards! Looking for rare items? Opt for the encounter with valuable loot!
We believe this new feature will enhance the experience outside of battles and add more strategic depth to your overall run.
New Backgrounds
You might have noticed the backgrounds behind the encounter choice menu. Those are actually the new backgrounds you'll see in battle! We've redrawn them to be more immersive and overall better looking. Eventually, we hope to add more biomes to further diversify the appearance of the game and also add particles and other visual effects to make them more dynamic.
Final Boss & Other Balance Changes
The final boss was never meant to be permanent and will eventually get reworked more in depth, but in the meantime, we still wanted to have a fun and engaging battle. Previously, the boss was immune to all negative effects and while this made the boss powerful, it wasn't necessarily that fun to play against it since it shut down a lot of synergies (especially poison). We've reworked its talent to only make it immune to Weakness (the Attack minus debuff) and to compensate for this nerf, we've made the boss's minions give it armor instead of health.
In addition to this, minor balance changes and other miscellaneous fixes were made to certain moves and talents.
New Creature
We also have a brand new creature in this update: the Phiopoda! This is a tanky Danger Level 2 creature that plays around the Poison mechanic. The game doesn't have a lot of tanks so it felt like a good idea to include more :)
Conclusion
That's it for this update folks! We hope you'll enjoy the new Encounter Choice system and the other changes we made. In any case, let us know what you think on our Discord server!
New: Running over little beetles gives a small amount of spirit New: Spirit absorption is visualized with a green wisp flying into character’s head if character has a spell book Increased radius for collecting Spirit for any pagans within range
Updates:
AI: Companions run forward at the beginning combat while action bar is filling if they are in first two formation rows instead of hanging back and waiting for action bar to fill
Balance:
Increased XP for stat checks for Rogue and Binding skills Fauna spell creatures minimum damage in spellcrafting menu and beginning of game starts at 10. Will not affect existing spells.
Fixes:
Fixed issue where whip would sometimes not curl correctly after save and reload Fixed issue where characters can run at 1.5x speed in town while playing incorrect animation Fixed soft lock after attacking a fairy or small creature with a blow pipe and doing 0 damage Fixed black screen that could happen when clicking outside lighthouse from top of lighthouse Fixed issue where occasionally main character spins when repathing in the middle of walking Fixed flickering camera when moving through lighthouse scenes Door in caves that says “Cannot reach” is fixed “Quip Missing” message in caves has correct quip Hostile frogs in caves are no longer hostile, but will not be in correct temperament for existing saves
Hello, I’m Seungmin Cho, the Tech Lead at Hypercent. First of all, we sincerely thank you for your support, even though our current demo version has many shortcomings. 🙏
Since March this year, our development team has been working day and night to ensure that players can truly enjoy Backroom Company. 💻💪 Due to the short development period, although the game’s completion is lacking, we quickly released the demo to provide players with a memorable experience as soon as possible. With your feedback and suggestions, we have also been able to set the Early Access release date sooner. 🚀
However, the current demo version shows some shortcomings in stability and content uniqueness. Therefore, we’ve determined that further content, stability improvements, optimization, and UX enhancements are necessary for the Early Access version. 🔧
We believe that the October 14 Early Access release will be difficult, so we have decided to delay the release by two weeks to October 28. ⏳ We will work as quickly as possible to ensure that players can enjoy the game even more. 🎮
Our development team is making great efforts without breaks, weekdays or weekends, to stabilize the game, improve UX, and add new content and features for Early Access. 🔥 Due to the limitations of our small team, we haven't been able to implement all improvements quickly, but we are addressing each one based on your valuable bug reports and feedback. We sincerely thank all of you who have actively provided feedback. 🙇♂️
We ask for your understanding as we prepare for the Early Access version, and we look forward to showing you a better version in two weeks. Thank you! 💖
As we gear up for our appearance at the Brasil Game Show, we've been working on a couple new features and bug fixes. If you have any comments or feedback, or just wanna chat, join us in our Discord!
New Reward System
We've changed up how equipment drops are handled. Now, you can select between 3 options of gear whenever you open a chest, to let you have a little more control over your runs. After selecting an item, your old one will still be accessible too, if you want to give it to your friends or companion.
Controller Adjustments
After some feedback that the game wasn't too great to play on controllers, we've gone back and changed that control scheme a bit. Mainly, we added aim assist to controllers, which has improved the gameplay by a lot. Also, you now passively aim in the same direction you're walking! So there's less need to use a claw grip.
Boss Changes
We went back and changed how some of the tower knight's attacks work: they should flow better into each other, and be more predictable as well. Should be less buggy too.
Singleplayer Pause
Pretty self-explanatory. If you're playing singleplayer, pressing Escape or Start will now pause the game.
The Rest™️
Besides the usual bug fixes, we've added some quality of life features, such as saving which companion you've selected so that you don't need to re-select them on every run. There's also some new environment art, with rooms having proper floors now.
Hi folks, just 1 more day until we set off for the fishing adventure! Excited? Pumped? Let's get hyped!
We've received a few questions recently, such as, "Will the demo still be available after the full release?" So here's a quick FAQ to clear up any concerns:
The free demo is still available to play! On the Steam page for Diceomancer, you can still access the free demo. So, if you're unsure whether the game is enjoyable, go ahead and try out the free demo first! (Why not give it a shot, right?)
Is there a big difference between the free demo and the full version? While the core systems are the same, the card designs, animations, sound effects, and more have all been significantly improved in the full version. So, yes, the changes are pretty noticeable. Even if you've already played the free demo, we highly recommend starting from the prologue in the full version, as we've made a few tweaks to that as well!
Demo save files won’t transfer to the full version. Because there have been so many improvements between the demo and the full game, demo saves won't carry over. But don't worry—according to the Piggy, leveling up in the full version is lightning fast!
So—tomorrow at 3 PM (UTC+8), we officially launch!