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女式TD 6

女式TD 6

Bloons TD 6

¥47.00

🏷️ Strategy

开发商:Ninja Kiwi 发行商:Ninja Kiwi 发行:2026-12-17

🔥 当前在线:9,720 · 📈 历史最高:9,839 · 💰 史低价:¥47.00

精彩纷呈的塔防游戏

游戏预览

配置要求

最低配置

系统
Windows 10 (64bit)
CPU
1.5Ghz or better (x86-64)
内存
4096 MB RAM
显卡
OpenGL 2.0 compatible, ATI, Nvidia or Intel HD
存储
2048 MB available space

推荐配置

系统
Windows 10 (64bit)
CPU
2Ghz or better (x86-64)
内存
8192 MB RAM
显卡
OpenGL 2.0 compatible, ATI, Nvidia or Intel HD
存储
4096 MB available space

在线人数趋势(最近 7 天)

在线人数(7 天)

价格历史(90天)

游戏简介

精彩纷呈的塔防游戏

更新记录

Ninja Kiwi Plushie and 20 Year Anniversary Hoodie! steam_community_announcements
Each of these items comes with its own set of in-game rewards!

With the Hoodie, you will get:


7500 Monkey Money (BTD6 AND Battles 2)


Action Dart Monkey Avatar (BTD6)


Pixel Dartling Banner (Battles 2)


Insta-Monkey: Dart Monkey 050 Plasma Monkey Fan Club

With the Plushie, you will get:


2000 Monkey Money (BTD6 AND Battles 2)


Ninja Kiwi in-game Pet (BTD6)


OG Thumbs Up Emote (Battles 2)


Insta-Monkey: Ninja Monkey 400 Bloonjitsu

Accessed via code that will be emailed by Makeship within a month after the campaign ends.

Get yours at the link below!

http://ninja.kiwi/Makeship
查看 Steam 原文 →
Social Seasons Is Live! steam_community_announcements
Social Seasons comes to Bloons TD 6! Team up to tackle a series of goals and unlock perks to power your play across Bloons TD 6! Contribute as a team for team based rewards and work together with the whole Bloons TD 6 community to unlock an exclusive profile banner, and Bombshooter Bestboy Pet.
查看 Steam 原文 →
Ninja Kiwi 20th Anniversary Hoodie and Ninja Kiwi Plushie! steam_community_announcements
The Ninja Kiwi Plushie and the NK 20th Anniversary Hoodie have now launched with Makeship!

Get yours at the link below!

http://ninja.kiwi/Makeship
查看 Steam 原文 →
Bloons TD 6 - Update 55.0 steam_community_announcements
Available now!
Update Video. https://www.youtube.com/watch?v=-5Uweu4vFds

New Awesome

• New Hero & Skin Introduction

• As the final piece of our collaboration with Mattel, we are excited to welcome the newest Hero - He-Man, the most powerful man (err, Monkey) in the universe!
• As all well-versed Masters of the Universe fans know, He-Man is the alter ego of the noble Adam, Prince of Eternia. While He-Man is the eponymous hero, Prince Adam plays a huge role in the classic and more recent cartoons, so we went above and beyond to create 2 heroes in one with distinct attacks and abilities and the ability to transform between them!
• Prince Adam is always the deployed hero, who attacks quickly as a large melee style sword wielder and is immune to negative effects like Stuns from Bloons or Bosses. But you don’t have to wait long (or at all with the right Knowledge), as the real magic happens at level 3 when he unlocks his iconic Transformation ability, allowing him to hold aloft his magic sword and swap to his super-powered alter ego who trades the attack speed for sheer devastating damage, by the power of Grayskull!
• Now as many of you know from community discussions on She-Ra and Skeletor, the Mattel items must be presented as in-app purchases (IAPs) to fulfill our license obligations and do justice to this awesome, long-standing He-Man universe. We feel this full hero does that justice, and brings fun and exciting new mechanics that we want to make sure can be fairly used in all of our events and competitive modes.  After much discussion, we made the only logical and (in)sane conclusion - instead of doing 2 heroes in 1, let’s do 4 heroes in 1!
• So we’re also introducing the noble Monkey of the Court, Dan D’Monke, and his secret identity, The Masqued Macaque! Technically identical for game balance but with entirely different 3d models, animations, descriptions, and voiceovers, Dan D’Monke fills the base Hero position on which the He-Man skin is applied, just as Adora and Obyn provide the base for She-Ra and Skeletor.
• To support the release of the major motion picture release of He-Man, we are presenting the He-Man and Dan D’Monke bundle pack exclusively for 2 weeks only upon release of v55. After two weeks, Dan D’Monke will become available for Monkey Money purchase like any other Hero. Until Dan D’Monke is available for Monkey Money unlock, he will not be enabled in any events or competitive modes.

• The Hero & Abilities

• Level 3 Transformation - Activation will blast nearby Bloons with crackling lightning and leave a short lingering attack speed bonus while swapping him back and forth between a quick supportive base form and a solo wrecking ball with alternate attacks and abilities.
• Level 7 Strategically allows another target tower to be teleported to another location. But when he’s transformed, he takes matters into his own hands and leaps across the battlefield to smash down at the target location himself in a devastating, stunning impact.
• Level 10 Ability rallies nearby towers, inspires them to shrug off negative Bloon effects and deal increased damage for a short time (at the cost of a slower attack speed) and the cry even activates the effects of passive abilities in radius as if a life were just lost. While transformed however he unleashes a Berserk Warcry that sends him into a hyper-speed frenzy, dashing wildly between Bloons across a huge range, shredding them into confetti (that you definitely shouldn’t let your cats play with).

• Hero Ultimate Survival Kit

• While certain attacks and effects are limited to one form or the other, this hero is tough as nails built to survive the densest Bloon rushes.
• Some of the mechanics that make this work are: the Net Trap catches and slows small groups of Bloons, the Magic Barrier where escaping Bloons cause a magical shield to burst out from the exit to reduce lives lost while shoving the Bloons back and stunning them, Taunt & Stomp to distract and reduce the damage of Bloons or confuse and scatter them, the Quick Thinking (pensive cooldown) clutch mechanic distracts Bloons on the verge of escape backwards, and First Aid will completely heal any damage from a leaked Bloon (assuming you survive the hit!) but only at a rate of 1 life healed per second for only one Bloon at a time - so try not to get hurt again until the healing is done! At the highest levels Mana Shield is generated just from popping Bloons, and his damage scales up the tougher the Bloon threat and the further they are through the track!
• As noted before, He-Man & Dan D’Monke can be obtained from the He-Man Booster Pack, He-Man Prestige Pack or the new Masters of the Universe Mega Pack which contains the entire set of the Mattel collab items. He-man comes with his own absolute secret Banner & Avatar
• Not to be forgotten, this bundle will also give a New Power - The Sword of Power. Throw the Sword of Power into the ground where it pulses periodically, generating Mana Shield and dealing damage while sending Bloons backwards. For the Power’s duration, both He-Man & She-Ra attack faster

• New Beginner Map - Skull Tweak

• The Iconic Skull from the legendary Skull Peak in Bloons TD5 makes a triumphant return, though slightly tweaked, who would’ve guessed it hadn’t yet reached its true peak? Originally a community made winning submission by Adriano Rossi released in 2014, this fan-favourite battlefield retains its classic layout, complete with rocky cliffside walls, deep fissures and Tim. Seeing this classic map come to life in a modern Bloons 3D setting is super rad!

• New Quests

• Another Path on the Park - A normal game of Bloons on Park Path. Except there’s another path for the Bloons to follow!
• Middle of the Wild West - Middle of the Road against some wild, rampagin’ Bloons. Join a Posse of Monkeys and try to win with reduced income
• Primary Power Pairs - Use Primary Monkeys to beat Underground with the Tier 5 limit increased by 1 for all paths!
• He-Man Has the Power! - Help He-Man and She-Ra save the day

• New Trophy Store Items

• Monkeys: OG Wind Up Dart Monkey pet for the Dart Monkey
• Game & UI: Classic Ninja Avatar, Classic Dart Monkey Avatar, Classic Monkey Ace Avatar, Wistful Quincy profile banner

• New CT Team Store items

• Building Props: JuiceBar 
• Base Props: Sandcastle, Icecream monkey, Beach Umbrella, Volleyball Net, Monkey Drinking Coconut 
• Water Props: Lifeboat, Swimming Monkey, Shark…
• Flying Props: Paragliding Monkey, Seagull 
• Team Banners: PArty Hands banner
• Icons: Snoozing Cat icon, Fortified Castle icon
• Frames: New Scroll frame

Social Seasons

Social Season #2 is coming up, aiming for late June-early July, and we’re excited about the changes that we’ve made based on our own play experiences and community feedback. Right off the bat, we agree there were too many ‘win games’ goals for the first season. We had already done a significant pare back of target numbers and repeat tasks, but the goals released in Season #1 were still more of a time investment than intended, especially for players who were not setting up their games to make progress on 2 or more goals at the same time. Season #2’s goals have been designed to reduce the time investment overall and also to help players make progress on multiple goals at once. Our hope for Social Seasons continues to be that we’re providing fun, themed events with cool Perk and Global rewards that also provide reasons to mix up your normal play and try new builds. More details:

• For any ‘Win Games’ goal no single tier asks for more than 5-10 game wins
• Season #2 goals list has a more varied tasks and more tasks that can be mixed together with others for those who like to plan out simultaneous task clearing with the fewest games possible
• An indicator will now display when you have hit your daily contribution to global goals
• Season #2 has 7 new Perks, including Global Jungle Drums & a Monkey Super Star
• Of course, a new exclusive to Social Seasons Banner & Pet have been created for the Global rewards
• Theme hint: moustache

Bug Fixes & General Changes

• A number of localization & ui fixes
• Resolved a number of minor analytic mis-counts found from Social Seasons
• Odyssey Completion screen should now show the icon for the difficulty you beat
• Resolved an issue with round budget generation in Apopaylpse / Freeplay rounds
• Resolved issues with some towers double dipping certain Monkey Knowledge points
• The ‘session token is invalid’ error popup now offers a "Logout" option to work around
• Review Map should no longer hide the Social Seasons button from the end-game screen
• Resolved a Dev build issue where if Quincy was level 7 at the start of round 25 - BOOM
• Moved the Home button on the Rejoining screen to prevent accidents
• Hype Boost Monkey accuracy bonus no longer buffs 360° attacks
• Tech Bot Primes with Abilities can now be targeted by other Techbots
• xx3 Tech Bot Prime ability radius now increases with increases to tower range
• Tech Bot & Prime’s Link or Unlink abilities no longer count as abilities used
• Resolved a crash that would occur when placing a xx3 Techbot Prime, and then placing the other T3 Techbot Primes

Event changes

• Resolved a conflict between multiple Social Season Medals
• The global progress bar now swaps to display Team progress when full
• Bloonarius should properly Bleed Bloons in Rush. If it bleeds we can pop it.
• The projectile clear on Boss Spawn & End of Round should now properly destroy projectiles rather than expiring them, which will prevent Sub-Projectile spawns
• Resolved a game crash that would occur in any game upon losing the first life of the game while using an ambidextrous 052 Boomerange monkey
• No longer completely blocks abilities with ‘max pierce’
• Corrected the Boss Roundset within Boss Challenge mode
• Skull damage thresholds should now work again

Map Specific changes

• Removables should properly restore on map restart
• Should no longer layer track items inside the temple in some areas
• Resolved a visual issue with the background assets
• Hasn’t been found. Still doesn’t exist.

 

Legends changes

• Temporary Traits 'remaining rounds' countdown should now live update
• Frontier Bloons now list below all others in Sandbox & only after being seen
• Temporary Traits boosting Bananite now work on Bannite Clusters & Chests
• When already at full stamina, fishing will no longer play ‘Stamina Recovering’
• Power Nexus and Master of All Trades artifacts should apply correctly together
• The Slipped on the Peel Artifact no longer slows Bloons on Zebra Bloon Tiles
• Resolved an issue with some Artifact produced projectiles not scaling in size
• Bloons on Zebra Bloon Tiles now benefit from Freeplay Speed modifiers
• The Tit for Tat Artifact will now speed up Bloons on Zebra Bloon Tiles
• Bargaining Chip no longer costs more to purchase from merchants
• All bosses should use their Elite Appearance in late stages
• Optimizations made to legends save files

Tower Specific Fixes

• Desperado - A weapon swap bug that no longer matters as weapon swap was changed
• Super Monkey - Resolved an issue with temple not saving its full discount buff
• Super Monkey - Resolved a visual placement issue with the temple’s creation animation
• Ninja Monkey - Resolved an issue where x5x Grand Sabotage ability could be buffed
• Alchemist - Resolved an issue with some transformed towers losing Camo detection
• Alchemist - Alchemist Popssum pet can now be muted
• Druid - Projectile spread can now be buffed by Accuracy improvements
• Druid - Paragon should no longer consume cash while in Review Mode
• Druid - Should no longer be able to count. Themselves for Poplust buff during placement
• Mermonkey - xx5 Final Harmonic should no longer sometimes lose its hero buff
• Monkey Village - Resolved a minor verbal dispute with Striker Jones
• Beast Handler - Can no longer give a Merge button to Pro Farmers

Hero Specific Fixes

• Quincy - just lost the game
• Gwendolin - No longer loses her extra projectiles after being buffed after loading a save
• Striker Jones - Should no longer cause x4x Bomb Shooters to not get the cooldown buff from 4xx Monkey Villages
• Geraldo - Glue is no longer invisible if placed at the top of a map
• Corvus - Resolved an issue where Camo Detection did not apply to the Repel Spell

Platform Specific fixes

• Resolved a crash that could occur when loading Cloud Save mid-game

Balance Changes 

Boomerang Monkey
With 052 Permacharge much preferred due to the ease of obtaining pierce externally, we have moved the ability’s extra damage bonus from crosspath into the base upgrade so that 250 can be more competitive

• x5x Permacharge ability damage bonus increased 8 > 10
• 052 Permacharge ability damage bonus remains 10

Bomb Shooter
Bomb Paragon is in a spot it seems to perform well, but it still doesn’t see a good spotlight in boss events so we’ve scaled up the Boss Bonuses with a bump in price.

• Main attack boss damage 2500 > 3500
• Primary Cluster boss damage 1000 > 1250
• Recursive Cluster boss damage 500 > 600
• Paragon upgrade price 600k > 650k

Glue Gunner
With the 240 crosspath now providing MOAB Layer soaking, Glue Strike’s base ability will last through more layers before wearing off, but with a slower cooldown to match the T5 which already sits at a 40s cooldown.

• x4x Glue Strike layers glued by ability 3 > 5
• x4x Glue Strike ability cooldown 30s > 40s

Desperado
Mid-path desperado’s pistol was intended to be a soft ‘minimum range’, but implementation was confusing and frustrating to use, somehow again right after Wolfy’s recent struggles (fun videos those), we decided to work on improving the first timer's desperado experience for this path. The Rifle weapon will now always take priority and shoot first over the pistol if there are targets within Rifle radius, HOWEVER, pistol range is now a true deadzone that the rifle cannot target within. TLDR; The pistol now attacks when there are only Bloons within the pistol radius and nothing in the rifle radius.

• x3x Rifle takes priority on attacks but cannot target Bloons inside pistol radius
• x3x Pistol range is now capped and will not scale with range buffs
• x3x Pistol range increased from 28 > 40

Monkey Buccaneer
Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat

• xx3 Merchantman with cash above $10,000 damage +100%
• xx4 Favoured Trades with cash above $10,000 damage +100%
• xx4 Favoured Trades with cash above $50,000 damage +200%

Monkey Ace
Spectre was making the save-up into into a Flying Fortress too effortless so it’s single target power has been lowered with a raised upgrade cost, enough to make this not quite so easy

• xx4 Spectre Frontal Bombs bonus to Ceramic reduced 5 > 4
• xx4 Spectre Frontal darts damage reduced 8 > 6
• xx5 Flying Fortress Frontal darts damage reduced 8 > 6
• xx5 Flying Fortress price increased $85,000 > $90,000

Wizard Monkey
The Wizard Paragon's Metamorph form bonus Boss damage from the main flamethrower attack has been reduced as it overperforms even without overclocking

• Flamethrower Boss bonus damage reduced from 1000 > 800

Druid
The Monarch’s Superstorm re-hitting has felt like a success though it over-buffed single target performance while over-nerfing the blowback due to rapid pierce consumption, so we are scaling back the damage but reducing pierce penalties to balance this out. Additionally, to reduce game lag from attack speed double-dipping, the Druid Paragon's Vinenado cooldown has been increased, while its economy has been buffed with higher base income and a stronger Boss Skull multiplier - though we don’t want to quickly jump into making this easily self-sustaining the Boss Skulls in particular should now grant 5x the cash they did previously.

• Monarch of Storms 5xx storm damage 150 > 100
• 5xx Superstorm attack MOAB Penalty 4 > 2
• 5xx Superstorm attack BFB Penalty 14 > 8
• 5xx Superstorm attack DDT Penalty 7 > 6
• 5xx Superstorm attack ZOMG Penalty 44 > 32
• (Paragon) Vinenado attack cooldown 6s > 18s
• (Paragon) Base Cash Generation 120 > 240
• (Paragon) Bonus Cash Generation from farm tiers doubled
• (Paragon) Bonus Cash Generation from T5 farms doubled again
• (Paragon) Cash Generation multiplier for Boss Skulls 2x > 2.5x (total 5x)

Spike Factory
It was a day like any other. Waiting behind the front lines, ready for an attack, sat a lone "Long Life Spikes" factory. Sitting there, alone, the tower thought to itself "Is this all I have? Is this all I am? A machine meant to destroy these floating fools if they break through our defenses? Is my purpose only to sit here as backup? I want glory. I want power!"
Alas, this was something it had thought about many times, though not once had it ever even seen a Bloon. This was the life given to those who defended the Monkey Meadows.
As time went on, the lone factory grew older. One day, while minding its own business, it noticed something coming along the road… There it was, a single floating red Bloon.
The Long Life Spikes instinctively prepared its spikes and finally claimed its first pop. While overjoyed by the accomplishment, that joy soon turned to dread at the sight of countless more Bloons following in the rounds ahead.
"What is happening on the front lines?" it muttered to itself. "Was Ryan AFK? No matter, I must stand my ground!"
And so countless rounds went by as the factory popped more and more Bloons… No longer just red, but innumerable variations of blue, green, yellow, and even pink.
After some time, the small factory realised it could not keep up spike production at this pace, it needed more power, but felt totally helpless.
Just as its last spikes were being destroyed and the end seemed near, it happened. Something shifted inside. "Long Life Spikes" blinked for the last time, and when its eyes reopened, "Deadly Spikes" was born. With ruthless efficiency, it tore through the incoming wave with ease.
After a few more rounds of chaos, it seemed the situation on the front lines had stabilized. For the first time since its awakening, it was able to cover the area with a pile of iron, 30 feet high!
"I will stand my ground till the very end.” it vowed. “I will not let a single Bloon pass."
Many, many more rounds passed. Every now and then the Bloons would return, and every time Deadly Spikes stood proud and victorious. No longer fighting mere Bloons, it now faced off against massive MOABs with pride.
Despite its newfound strength, feelings of dread began to grow as the rounds progressed. Its defences became increasingly easy for the Bloons to break through.
Deadly Spikes knew something was coming… something big, something B.A.D.
It began preparing for the worst, modifying itself into the ultimate machine. Amidst the constant onslaught, a transformation occurred. With beautiful gleaming yellow paint and spikes sparkling with raw power, "Perma-Spike" was born.
Empowered and fearless, all its past worries faded into a distant memory; this was its duty, and the Bloons were nothing but fodder against it now. 
It waited, bolstering its defences, and waited more.
After an uncomfortably small number of rounds, it arrived: A monstrous abomination of purple rubber, something akin to an eldritch horror.
Yet, despite the abomination slowly floating forward, Perma-Spike knew. Thinking back to the question it had asked itself as a lowly "Long Life Spikes," it finally understood:
"This... this is the reason I was created. This is my purpose, and I will not back down."
And that is exactly what it did. Despite the ruthless assault from the Big Airship of Doom, Perma-Spike stood strong, eliminating every layer.
After popping the very last red Bloon from the now-deflated B.A.D., the entire world fell silent.
Standing there, looking down at the fields of rubber, "Perma-Spike" looked towards the sky.

• xx5 Permaspike Unyielding.
• xx5 Permaspike Undefeated.
• xx5 Permaspike unchanged

Engineer
Oh yea we have one more tower balance change. As the Engineer paragon moves to a more supportive role, we are toning down the direct boss damage and attack speed but also lowering the upgrade cost.

• Main attack Boss Damage: 300 > 100
• Main attack rate: 1.5s > 2s
• Upgrade cost reduced: 650k > 600k

Hero Balance

Captain Churchill
For additional synergy potential, Churchill’s long list for damage bonuses will now include Stunned Bloons!

• Lv15 Now Canonically deals bonus damage to Stunned Bloons +4
• Lv15 Machine Gun bonus damage to Stunned as well +2

Pat Fusty
To smooth out Pat’s levelling progression, we’ve increased range earlier, added an extra mid-game damage step for Rallying Roar, increased his late-game pierce, and at Level 20 the Big Squeeze hug also hits the surrounding area with a powerful stun to provide leeway during Pat’s crush downtime.

• Lv1 tower range 24 > 27
• Lv9 tower range 27 > 30
• Lv16 tower range 29 > 30
• Lv9 increases Rallying Roar damage buff 1 > 2
• Lv15 Also increases base attack pierce 20 > 30
• Lv18 pierce increase 30 > 40
• Lv20 Big Squeeze also deals a stun AoE to the area when used 5s

Adora
Since Adora’s final form was hurt by recent Overclock changes, we’ve buffed her Lv20 Ball of Light damage and just fun further boosted her True Adora form.

• Adora 20 ball of light damage 15 > 20
• Adora 20 ball of light fortified damage +15 > +20
• True Adora Form damage boost 8 > 24
• True Adora Form BoL damage boost 72 > 180

Powers

• Hype Monkey Boost monkey money cost 400 > 300
• Hype Monkey Boost buff radius 30 > 45
• Tech Bot Prime monkey money cost 100 > 150
• xx3 Super Monkey Beacon permanent increase per use 10% > 25%
• xx3 Super Monkey Beacon damage max increase stacks 100x > 150x
• xx1 Banana Farmer Pro also reduces upgrade cost of T1-3 Farms by per stack by 2%
• Sword of Protection grants He-Man and She-Ra faster ability cooldown while active

Bosses

• Diamondback Tail HP > 12.5% > 10%
• Diamondback Tail HP 125 > 150
• Blastapopoulos starting cash $2000 > 2500
• Lych starting cash $2000 > 2500
• Lych Undead MOAB: Leak Damage 200 > 70
• Lych Undead MOAB: Base speed 25 > 20
• Lych Soul Tier 1: Health 1000 > 750
• Lych Soul Tier 1: Speed 18 > 17
• Lych Soul Tier 1: Lych Souls 3 > 2
• Lych Soul Elite Tier 1: Health 1600 > 1400
• Lych Soul Elite Tier 1: Speed 23 > 21
• Lych Tombstone Starting Health: 100 > 50
• Lych Undead Moab starting health: 50 > 40
• Lych Undead BFB starting health: 100 > 90
• Lych Undead ZOMG starting health: 150 > 130
• Lych Soul Starting health: 150 > 140

Rogue

• Rogue Artifact: Charismatic Leader allows for additional recruitments at every campfire
• New Rogue Boosts: Sword of Protection, Hype Boost Monkey, Techbot Pro
• Map category thresholds have been tweaked by stage to push Expert maps further back

• Stage 2 Beginner 45% > 50%
• Stage 2 Expert 5% > 0%
• Stage 3 Beginner 25% > 30%
• Stage 3 Expert 15% > 10%
• Stage 4+ unchanged
查看 Steam 原文 →
Social Seasons Is Live! steam_community_announcements
Social Seasons comes to Bloons TD 6! Team up to tackle a series of goals and unlock perks to power your play across Bloons TD 6! Contribute as a team for team based rewards and work together with the whole Bloons TD 6 community to unlock an exclusive profile banner, and Alchemist possum pet.
查看 Steam 原文 →
Bloons TD 6 - Update 54.0 steam_community_announcements
Update Video: https://www.youtube.com/watch?v=ItotzXvYK1E

New Awesome

New Paragon, the Root of all Nature for our beloved Druid


Bestows a suite of primordial blessings upon its most trusted BrObyn


Generates cash based on the size of Banana Farm empire at the end of each round, the end of each BAD Bloon and the end of each Boss Skull, NATUREPROVIDES!


Basic attack unleashes a jet of Electrified Thorns that ricochet between Bloons to tear powerful groups apart, and the longer it can keep attacking the faster its attack rate will scale


The track is reclaimed by a sentient forest that tears apart Bloons passively & with wrathful storm trees that grow around the track attacking nearby Bloons to deal damage and blow them back with Vinenados (yes Vinenados - next up, Vinenados on a Plane!). These trees also count as ‘Banana Farms’ for… Paragonical reasons


Primordial Wrath ability can be toggled on or off to enter a beautifully furious wrathful nature state, draining cash over time while providing a massive damage boost to the tower until disabled - but take note: no cash can be generated from towers during this time.

New Advanced Map, Mushroom Grotto


A community competition winning map from u/Oski_01, this map utilizes new lighting functionality from Frontier Legends to apply regions of spore filled darkness that towers are unable to see through, the Mushroom patches can be interacted with to illuminate more areas.

New Pro Powers

Tech Bot Prime, has a larger radius and Ambush Tech built in


Top path will boost the damage of abilities that it triggers, and trigger additional copies of the same ability, with a pinnacle upgrade that grants additional damage to all attacks from the linked tower for a few seconds after ability activation


Middle path can link up to multiple different Monkeys, trigger abilities in radius of the Techbot as well, and gains a massive radius with an option to toggle automatic activations off and instead trigger all linked towers and towers in radius at specific times with its own Activate All ability


Bottom path can set multiple Ambush points with mini ambush drones, causes linked abilities to cooldown faster, and can activate its own ability which triggers all abilities in Techbot radius regardless of their cooldown state with a 25% chance to reset their cooldown again

Monkey Boost Pro places a Hype Boost Monkey, who activates a Monkey Boost ability


Top Path grants towers extra range, Camo Detection, Accuracy, All damage type popping & even allows towers to shoot through walls!


Middle path gains a much shorter cooldown, longer duration, and immunity to any stun or interruption mechanics as well as breaking them out of any of these mechanics


Bottom path can store up to 3 ability charges & instantly replenish these with Monkey Money, increases attack speed for all towers in radius at all times, and grants bonus damage to towers

Key New Feature - Social Seasons

We are super excited to update Teams and provide a new reason to join them and play as Teams inside the new recurring Social Seasons event. Don’t let that Seasons word worry you - there are no Battle Passes and no new IAPs related to this - just fun Goals for you to achieve with your Team, and for the first time ever in BTD6, the entire community of Team players going after epic Goals! The Seasons umbrella merely provides a timeframe for your rewards to be active, until the next Season arrives with its own new Goals and rewards. Read on!

Social Seasons


Each Social Season is a new Team-focused event where participating Team members complete individual goals to earn points and progress toward special new Team rewards. Social Seasons have 2 Phases over two weeks each, with 5 stages of rewards. Goals are balanced to require some daily effort from most of a large team, with max rewards still being possible for a small dedicated Team. Don’t worry, slower teams and late joiners can still work on any incomplete Phase 1 tasks during Phase 2.


Rewards you say? Up to 5 temporary Perks can be unlocked through Team progress, and 2 extra from Global Goals. Some examples of Perks that can be unlocked are Anti-Camo Dust which grants an ability to de-camo Bloons, and Bouncy Projectiles to enable all of your towers to rebound off obstacles and map borders. Players can individually manage their unlocked perks to enable any 3 at a time to grant powerful bonuses in non-competitive modes (excludes CHIMPS, Ranked, and submitted Maps and Challenges). Any Perks earned during the Social Season will be usable by players until the next Social Season begins, when the next set of Goals and Perks will be revealed.


In co-op games these Perks will follow MK logic so that the same Perks don’t stack but each player will apply their own Perks for all players in the game - making a well coordinated co-op game the only way to see all 7 Perks active at once for added social fun. More sweet Badges! Earn stackable Season Team Badges that celebrate your progress, plus a unique Season Ultimate Team Badge and a completionist Season Champion badge. All Badges will be braggable on your profile page, and Team-earned Badges will also appear on Team profile pages


Saving the cutest for last - an exclusive pet! Awarded to all players who earn points during the Season for reaching the all-Teams Global Goal. Once claimed, these adorable exclusives are Trophy Store (not Team Store) items that the player owns forever and can activate individually. For launch, we have a Dr Monkey Teams banner and an unstable but adorable Possum pet for the Alchemist, and more will be coming for future social seasons. Go Teams Go!


Please note that the Social Season #1 will not start as soon as v54 launches. We want to give the rest of the content in each update time to shine, so Social Season events will usually start a few weeks after each update. Season #1 will start in late April.

Teams 2.0!


Massive, massive overhauls to how the Team Store works, how items are now owned by players but used by Teams, the Mayor of the Day helper feature for Teams with lapsed leadership, and a gorgeously expanded 3d Team island that allows every Team member to place multiple items!


Team Store: We’ve flipped crowdsourcing Team items on its head! No more contributions - players earn Team Trophies and spend them to buy the items they want. Those items stay with them permanently if they move to a new Team. Every player has individual decoration options, and the Mayor can choose buildings, frames, and emblems from everything owned by the Team


Team Island gets an amazing upgrade, allowing up to 15 land, 15 air, and 15 water decorations, one from each Team member. It’s gorgeous chaos perfectly suited to BTD6 and we can’t wait to see what well coordinated Teams will get up to. Mayors still set key elements like central building and Team iconography


Instant Teams for Social Seasons: in order to streamline participation in Social Seasons, players will be able to quick-join Public Teams with recent activity or quick-create a team. We’ve also lowered the cost of creating a team to 200MM for more access. For Teams wishing to control your membership, we recommend you set your Team status to Private before the Event starts.


Mayor for a Day: many of us have struggled on Teams with lapsed Mayors and Assistants, which prevents key interaction with Team tools and decorations. If Mayor and Assistants have been dormant for too long a ‘Mayor For A Day’ button appears for other Team members. This temporarily assigns Assistant permissions for decorating Team island and setting Team focus only (not promotion/demotion). After filling this role 5 times total a player is upgraded to full Assistant status. If the Team Mayor has been inactive for more than 90 days their team creation fee is refunded and they are demoted to Assistant with the most recently active Assistant promoted to the Mayor position. We hope this will help with the natural lifecycle of Teams and keep active players together.


Please note that the Social Seasons event will not be live when Update 54 launches. We always have plenty of new things to explore in each update, so the Social Seasons are intended to go live a few weeks after each update. Keep your eyes on the countdown and we hope you and your Team will have fun and win that Possum Pet!

More New Awesome

New Achievements


Season Starts: Achieve Tier 1 in any Stage in a Social Season


Mid Season: Earn 7,500 Stars in any Social Season


Season Champion: Earn a perfect 15,000 Stars in any Social Season

New Trophy Store Items


Game & UI: Bringing back 4 classic avatars and Spring Banner

New Limited Time trophy items (Note: Not available until the seasonal event begins!)


Spring Avatar

New Social Seasons items


Dr Monkey banner, Alchemist Transforming Possum pet

New CT Team Store items


Building Props: Hollow Tree


Base Props: Tiered Fountain, Terrarium, Shrooms, Nana


Water Props: Lily Pad Cat


Flying Props: Butterflies, Broomba Cat


Team Banners: 1x BCS Banner


Icons: 1x Emblem icon


Frames: 1x Emblem frame

Boss Changes


Bosses now only need to be completed in Normal mode once each to permanently unlock their Elite mode for all future events featuring that boss.


Diamondback - now unwinding into the full game! Look for this dastardly Boss in base game Boss Modes, Boss Rush, Contested Territory and Rogue Legend


Lych - No longer exists as you once knew it


Dreadbloon Elite - now has 7 skulls and loops through each immunity twice


Blastapopoulos - Heat builds up slower, Fireballs are now tied to the Heat mechanic with no fireballs cast below 25% heat and 1 extra fireball cast for each 25% fill. Using abilities that don’t reduce heat will now generate extra heat with more heat generated the longer the ability cooldown. Note Heroes & Powers will not generate extra heat from this.


Lych 2.0 - now exists and can finally appear in Boss Rush & Rogue Legends!

Lych has been a source of confusion and problems over the years, so we’ve finally decided to take the time to revamp it into Lych 2.0. This is the same Boss but rebuilt in some very different ways
Here are some of the details for the new Lych 2.0


Has Regrow property, causing it to passively regenerate a small amount of health on a 9s interval. This regeneration can be blocked or removed. Attacks that deal bonus damage to Regen Bloons will also apply to Lych.


Tower sellback value is passively reduced by a flat -35% while Lych is in play, but selling towers will no longer cause additional healing.


Periodically Lych drains buffs from surrounding towers & restores Regrow Property to itself if this has been removed. Lych no longer heals from this, only removes buffs from nearby towers. Upon the Regrow Property being restored the first time, the passive health restoration instead has a one time 3s interval on the Regrow Property before any health is restored. Make sure you have lots of regen stripping towers on the field to constantly keep it at bay.


Lych periodically spawns Tombstones on the track that can be targeted and attacked by towers but can also be ignored if you want to focus down the boss faster; beware though Tombstones block pierce for all projectiles passing through them and passively spawn Zombie MOABs of an increasing tier over time until the Tombstone is destroyed. Tombstones also have a higher danger priority than the Boss, so be careful when using Strong targeting!


Lych will still turn Ethereal on Skulls, but now spawns 3 weaker Lych Souls spaced out along the track that must be destroyed to return back to regular form. In Elite mode, 5 Lych Souls will spawn instead. Lych Souls no longer passively drain lives, but will spawn their own additional Zombie MOABs over time.

Frontier Update


Frontier now supports a second save slot, for players who want to keep their forever world while playing through new experiences.


Frontier now supports multiple difficulty choices when starting a campaign, it can also be changed on an existing save. If you have a Frontier save from before v54.0, it will automatically be set to “Normal”.


Story: Faster stamina regen, slower Bloons, slower Wild Bloons, no cash penalty on loss, Saloon Refresh cost reduced, easy mode pricing for towers.


Normal: Normal Stamina Regen, normal Bloon Speed, normal cash penalty on loss, normal Saloon Refresh cost, normal mode pricing for towers… Yea, normal.


Hard: Reduced passive stamina regen, Bloon Speed increased, Tower Tired penalty increased, Saloon Refresh cost increased, hard mode pricing for towers.


Extreme: No Life Regen at Campsites/Homestead, further reduced passive stamina regen, victory cash reward increased, Cash increased from Fishing & Bloon fighting, Stamina Regen from Fishing & Bloon fighting increased, Impoppable mode pricing for towers, games now restart on defeat, Towers will flee at 0 Stamina, and if you run out of lives your campaign ends immediately!


Custom: Unlocked by completing the campaign on any difficulty, allows you to mix and match difficulty modifiers, plus additional modifiers that are not available in the preset difficulties above.


New Feat for completing the campaign on Extreme without changing difficulty.


Fishing improvements, on average you should make a little more cash from fishing & also see a greater variety of fish.


At least 10 new fish, in fact 15 more than that - there’s 25 new fish!


Fish chances diversified so that you don’t always see the same few. Some fish are still rarer than others, but previously when the most common within each rarity were appearing about 25% of the time, the most common will now only appear about 10% of the time


2 new Sheriff items that can be found by fishing up the associated trash fish


Location & Time of Day based fishing changes - certain fish are more likely to appear at either day or night, and some fish will also favour certain fishing locations over others


Tower recruitment costs now scale with their traits, negative traits will lower the cost of towers while positive traits will increase their cost


Whole new Quick Draw Minigame & Overworld Wild Bloons overhaul. We heard your concerns and have expanded and reworked the Quickdraw minigame, give it a fresh try!


Completely reworked how Wild Bloons spawn in the overworld with max & min spawns per area based on day, night & Bloon types


The minigame is different and rebalanced, we’ve reduced the reliance on reaction time, and loss no longer occurs after one mistake, and you can land crits!


Introduced more balance axes to make different Bloon Types feel unique


Punishment for losing reworked and reduced to not be so punishing with reduced stamina penalty and a life cost instead of a cash cost


New Sheriff gear - 4 new hats, 4 new armours, and 4 new weapons including the 2 new items found from fishing


Random Encounters - these random events will occasionally trigger and liven up the world. An encounter will prompt a dialog box with a situation and give you choices to resolve that situation. Your Posse members can get into all sorts of wacky situations, which may result in learning a new trait, or losing one, or completely changing all its traits! Your Posse can also gain temporary traits that last a few rounds, or you may get lucky and gain free resources.. Or lose them.


Collection Screen expanded - implementation of 100% completion tracking. Added a lot of collection stat tracking with over-100% bonus for Black Borders with Final Completion Total of 110% including black bordering. This is broken down into Story, Exploration, Items, Fishing & Quickdraw and progress can be viewed per region in your homestead


Homestead overbuff, recruits left in the Homestead (ie; your Ranch Hands menu) will continue recovering stamina past 100% at a reduced rate up to a max of 200% and also receive a rested buff when above 100% stamina


New Monkey Traits that can roll for any new recruits; Burst Fire, Re-hit, HUGE Slow Projectiles, Gambler, Lucky & Teleport


Legendary Monkeys are now cheaper, and there are more to find at the Saloon (Keep your eyes peeled for Bert!)


More Homestead space upgrades, with a LOOOOT more Monkey capacity, for the completionists who want to get all of those new Legendary recruits.


A bunch of general balance tweaks across the frontier

Rogue Update


Modified a number of existing maps, removing many standard Bloon encounters and adding more optional short paths to reduce the total length of many of the longer maps. Please continue to pass on any feedback about specific maps, as we plan to do more passes over this and it helps us out a ton narrowing down the fun/problem maps!


Added 9 new maps that can appear, with new biomes! Explore desert, lava & snowy rogue maps all with optional fast paths of roughly 5-7 standard Bloon tiles as well as long paths allowing you to choose your own pace.


As noted in the boss section, Diamondback & Lych will now appear in Rogue, along with their own unique Boss Artifacts!


More artifact support for Hero & Power builds

Bug Fixes & General Changes


Double Cash again works in Sandbox mode


Resolved an issue with UI Transition stutter on some devices


Resolved a crash that could occur backing out of Odysseys too quickly after starting a journey with an empty crew


Diamondback visual fx should now scale correctly with boss size changes


Resolved a crash that could occur when opening the mailbox with Monklish language


Paths & Areas can now be placed in Drop and Lock mode within Map Editor


Resolved some inconsistencies with how Powers counted towards tower limits


Heroes no longer gain experience in Sandbox

Map Specific changes


\ Ninja Paragon should now correctly apply its Grand Sabotage effect


\ Monkey Ace should now fly correctly when platforms move


\ Sauda & Corvus track wipe abilities should no longer affect only 1 path


\ has been moved from Advanced to Intermediate. Please note that we will not move maps up in difficulty, however as it seems appropriate we have decided that it is ok to move some down

Legends changes


\ CHIMPS Mini Games should correctly be harder on CHIMPS instead of easier


\ Resolved a crash from selecting rest tile before Rogue Monkey loads in


\ Corrosive Torp-E-Darts should now correctly work with Sticky Situation


\ Resolved some issues with certain Feats progress tracking


\ Beast Handlers should no longer inherit the traits of all Monkeys in the Posse


\ 4xx Glue Gunners can now attack Retribution & Diamond Bloons


\ Bloons that spawn from Aura Bloons should now produce Children


\ Now displays the correct price when discounted


\ Frontier Bloons can now have their HP scaled

Tower Specific Fixes


Boomerang Monkey Paragon no longer loses ability stacks between rounds


Boomerang Monkey Paragon now correctly saves ability duration


Ice Monkey x5x Absolute Zero should no longer delete all towers on its frozen platform when upgraded into the Paragon


Ice Monkey, fixed a crash with total transformation sitting on its platform and transforming the host, yikes.


Ice Monkey paragon should no longer effect Dreadbloon during Primary immunity


Glue Gunner 203 can now correctly re-apply its glue on MOABs


Desperado xx1 Wanderer buff should correctly display 3 stacks again


Desperado should no longer benefit from certain Dart Monkey knowledge


Monkey Buccaneer xx4 Resolved an order of operations issue giving inconsistent cash values when buffed


Alchemist x5x Transformed Towers should now play a sell effect when sold


Alchemist x5x should no longer be able to permanently delete the info button from transformed towers, can you please stop deleting things?


Druid x4x Vine Crush ability starting cooldown has been fixed


Banana Farm x5x Monkey Nomics is now buffed by xx4 Village


Engineer x4x "Can Buff Indicator" removed


Engineer 014 Bloontrap now correctly moves on target point set after loading a save


Engineer xx5 XXXL Trap should now count cash generated correctly


Admiral Brickell should no longer buff Etienne’s Drones


Admiral Brickell’s Mega Mine can now be placed on top of 5xx Mermonkey

Platform Specific fixes


\ Resolved a crash that could occur on changing profile


\ Resolved an issue with incorrect medal rewards

Balance Changes

Boomerang Monkey
Ricochet struggles to find targets to bounce to due to its low range and projectile speed, this was a balancing factor for the upgrade’s low cost however we’ve decided to shift toward higher reliability in exchange for lower pierce. Since Boomerang Paragon’s new ability was ‘capping’ well before degree 100 we have adjusted the ability to be refreshable.


3xx Glaive Ricochet projectile speed 175 > 220


320 Glaive Ricochet speed 227.5 > 286


3xx Glaive Ricochet bounce distance 60 > 80


3xx Glaive Ricochet pierce 30 > 15


4xx M.O.A.R Glaives speed 297.5 > 300


Paragon Overcharge can be used again before expiring to refresh stacks

Bomb Shooter
MOAB Assassin has traded the small ceramic bonus for MOAB-Mauling frag synergy, and to make things more frag-tastic the ability now also synergizes with frags for added flair.


032 MOAB Mauler Frags gain bonus MOAB Damage +4


042 MOAB Assassin Frags gain bonus MOAB Damage +9


042 MOAB Assassin ability now creates Frags as well x16


x4x MOAB Assassin path no longer deals bonus Ceramic damage


x5x MOAB Elim Frags gain bonus MOAB Damage +29


x5x MOAB Elim price reduced $28,000 > $26,000

Ice Monkey
Much player concern has been voiced on Icicles performance. Since this issue stems from the projectile count we’re experimenting with fewer icicles that pack a stronger punch, making each individual projectile much stronger.


xx4 Icicles pierce 3 > 6


xx4 Icicles damage 3 > 6


xx4 Icicles occurrence chance 100% > 25%

Glue Gunner
Glue Gunner's 240 crosspath has merely shifted the crosspath balance problem instead of truly solving it. To make things more intuitive, Glue Soak crosspath will now grant this ability the much requested persistence through MOAB layers. Additionally, we're doubling the potency of MOAB Glue’s acid crosspath to provide more niche value on less dense track lanes.


140 Glue Strike ability now soaks through MOAB layers


240 Glue Strike ability no longer improves crosspath debuff


050 Glue Storm ability re-application duration 10s > 20s


052 Glue Storm ability re-application duration remains 20s


203 MOAB Glue MOAB-Class damage bonus for DoT +4 > +9


204 Relentless Glue MOAB-Class damage bonus for DoT +9 > +19


205 Super Glue MOAB-Class damage bonus for DoT +19 > +39


xx4 Relentless Glue stun duration for DDT 0.25s > 0.2s

Desperado
Desperado’s middle path did too many things, so we’re streamlining its kit. The base stat improvements have been removed, instead ramping up its passive Bloon Marking debuff which refocuses the path on its bounty hunting identity and interactions.


x4x Bounty Hunter price reduced $6500 > $6000


x4x Bounty Hunter Mark Bloons attack pierce 1 > 2


x4x Bounty Hunter bonus damage to Fortified also applies to Ceramic


x4x Bounty Hunter pistol damage 16 > 6


x4x Bounty Hunter pistol ceramic damage +16 > +6


x4x Bounty Hunter rifle attack damage 24 > 10


x4x Bounty Hunter main attack fortified damage +24 > +10


x4x Bounty Hunter Mark Bloons attack cooldown 9s > 6s


x5x Golden Justice Mark Bloons attack cooldown 9s > 3s


x5x Golden Justice Mark Bloons attack minimum attack cooldown 3s > 1s

Sniper Monkey
Shrapnel defender has been doing too good a carry job early on across too many maps, so the flat damage has been reduced back to a ceramic bonus, keeping it quite good but not overstaying its welcome.


025 Elite Defender shrapnel damage 2 > 1


025 Elite Defender shrapnel gains Ceramic bonus damage 0 > 1

Monkey Buccaneer
The Aircraft Carrier has been both overpowered and unreliable, so we're tweaking plane movement for better consistency with a fire rate tradeoff. We’ve also improved the Flagship's Aircraft buff to give a more rewarding final payoff. Pirate Lord is seeing a stat reduction as it deals area damage too effectively to many targets.


4xx Aircraft Carrier minimum flyover distance 90 > 75


4xx Aircraft Carrier plane turn rate 0.025 > 0.035


4xx Aircraft Carrier forward darts attack cooldown 0.18s > 0.21s


5xx Carrier Flagship forward darts attack cooldown remains 0.18s


500 Carrier Flagship upgrade cost $24500 > $26000


500 Carrier Flagship attack speed buff 0.85x > 0.8x


040 Monkey Pirates grapes damage 5 > 4


050 Pirate Lord grapes bonus Ceramic damage 8 > 4


050 Pirate Lord attack rate bonus 50% > 35%

Monkey Ace
Pineapple radius is scaling up to match x3x Bomber Ace’s explosion size, since there are virtually no recorded instances of these actually hitting a Bloon yet (Fingers crossed!)


x1x Exploding Pineapple explosion radius 25 > 35

Heli Pilot
Downdraft’s blowback rate is being increased to improve consistency and, while Support Chinook’s fire rate remains unchanged, to save you some clicks the cash and life generation will now trigger all instances at once. I just love pasta. Since players have noted the irony of a Marine being in the Chinook path but unmovable and awkward to place, so the Marine is now fully redeployable, enjoy! Finally, MOAB Shove’s flexible stalling still stands out as particularly powerful through the whole game, we still want to take our time slowly nerfing this but to reduce single-target lockout we’re increasing the missile damage.


x3x Downdraft blow rate 0.2s > 0.18s


x4x and x5x heli Cash Drop ability triggers all of them


x5x Special Poperations Marine is now a valid redeploy target


xx3 MOAB Shove missile MOAB damage 2 > 5

Dartling Gunner
For such an expensive tower we wanted to add a little more niche synergy so Ray of Doom’s DoT duration is increasing significantly. To better align with synergy cooldowns Rocket Storm’s ability will take slightly longer, though it receives small compensation buffs for this as well so it isn't hit hard on its own. Buckshot is statted high in theory but in practice requires far too much babysitting, since higher tiers are already heavy hitters we’re boosting up the base rate for the path with a damage tradeoff to make it less of a chore to use.


5xx Ray of Doom DoT duration 5s > 30s


x4x Rocket Storm ability cooldown 40s > 45s


x4x Rocket Storm price reduced $5850 > $5000


042 Rocket Storm ability missile explosion pierce 10 > 12


xx3 Buckshot upgrade cost $3400 > 3000


xx3 Buckshot damage 4 > 3


xx3 Buckshot attack cooldown 1.5s > 1.2s


203 Buckshot shocked debuff strength +3 > +2


xx4 Bads fully affected by these changes


xx5 Bloon Exclusion Zone damage 8 > 6


xx5 Bloon Exclusion Zone attack cooldown 1.5s > 1.2s


205 Bloon Exclusion Zone shock debuff +6 > +4

Wizard Monkey
Since its addition this synergy has been a problem for Paragon balance, so we’re implementing a special-case to make Overclock less effective on the Wizard Paragon; this allows us to buff that lost power back into the Powerglove Overclock. Since these changes are "magically" linked, we’re mentioning the Engineer buff here too—also to cast Confusion on anyone who skips this section and only reads the Engineer notes!


Wizard Paragon’s Metamorphosis will now deplete Mana faster when Overclocked


Engineer Paragon overclock duration penalty on Paragons reduced -85% > -75%

Druid
Storm Druid’s pierce is being increased past a key breakpoint that allows the tornado to sweep up every Ceramic from a BFB. Also expanding on the support capabilities of this path, we’ve given Ball Lightning’s freeze more than 0 radius so it can hit things, and have pulled Monarch’s Camo detection down to Tier 4 to allow early Camo assistance outside of Obyn strategies. Monarch’s superstorm now features re-hit capability so it can tear through strong targets faster, in particular round 100. Spirit of the Forest’s upgrade for Vine Crush wasn't particularly impactful, so instead we’re changing this to drop track brambles like true vine grabs.


3xx Druid of the Storm pierce 24 > 35


4xx Ball Lightning freeze radius from 0 > 8


4xx Ball Lightning freeze type Cold > Frigid


4xx Ball Lightning can now see Camo Bloons


5xx Monarch of Storms superstorm attack can re-hit targets again every 1s


5xx Monarch of Storms superstorm damage 120 > 150


5xx Monarch of Storms superstorm Ball Lightning spawn rate 1s > 3s


x5x Spirit of the Forest Vine Crush pierce 60 > 20


x5x Spirit of the Forest Vine Crush drops track brambles from popped targets

Mermonkey
Mermonkey ended up somewhat underrated and overbuffed, mid tiers for top and middle paths have really stood out here lately and need to be reigned back in line.


000 Mermonkey price $275 > 300


000 Mermonkey AoE radius 6 > 3


000 Mermonkey minimum trident AoE time difference 0.0375 > 0.05


3xx Abyss Dweller upgrade cost $1600 > $1800


3xx Abyss Dweller tentacle damage 9 > 8


3xx Abyss Dweller tentacle pierce 20 > 15


4xx Abyssal Warrior tentacle damage 18 > 12


4xx Abyssal Warrior tentacle ceramic bonus damage +6


x3x Riptide Champion upgrade cost $1400 > $2000


x3x Riptide Champion attack cooldown 1.2s > 1.5s


x3x Riptide Champion freeze duration 0.8s > 1.0s


x3x Riptide Champion freeze ceramic duration penalty -50%


x3x Riptide Champion trident speed 110 > 130


x4x Arctic Knight projectile distance 2600 > 1950

Spike Factory
Regrettably we have no funny joke about Permaspike being unchanged this update as Permaspike was caught writing "67" on the tracks using spikes and is currently in time out.


xx6 Permaspike unsevened

Engineer
Overclock’s duration on level 20 heroes has been excessive; we’re cutting the jank and standardizing to a consistent 30s duration for heroes, with Ultraboost still providing the full 60s.


x4x Overclock now applies to Heroes regardless of level for 30s


x5x Ultraboost increases this up to 60s


Engineer Paragon overclock duration on Paragons 9 > 15s

Beast Handler
Beast Handler’s top path is smoothing out to +5 range per level improving early tiers. Middle Path handler has been a powerful carry that scales too well, we’ve decided to shift a portion of its damage into ceramic bonus to hit down its lategame MOAB dps while leaving its power against super ceramics.


1xx Piranha range 25 > 30


2xx Barracuda range 30 > 35


3xx Great White range remains 40


x2x Adasaurus damage 3 > 2d +1 to Ceramic


x2x Adasaurus damage scale 3 > 2


x3x Velociraptor damage 8 > 4d +4 to Ceramic


x3x Velociraptor damage range 16 > 8


x3x Velociraptor pierce 12 > 9


x3x Velociraptor pierce range 18 > 14


x4x Tyrannosaurus Rex damage 26 > 20d +5 to Ceramic


x4x Tyrannosaurus Rex damage range 52 > 40


x4x Tyrannosaurus Rex pierce 22 > 18


x4x Tyrannosaurus Rex pierce range 33 > 27

Hero Balance

Striker Jones
Players have requested to have more control over Concussive Shell, so here it is


Lv3 Concussive Shell now follows target priority

Captain Churchill
Churchill is receiving a firepower boost for higher tiers, specifically with his MOAB Barrage ability scaling up more. Since Level 17 is tough to reach outside of freeplay, we’ve swapped it with Level 16 to ensure this upgraded MOAB Barrage can be relied on for tankier late-game threats.


Lv13 MOAB Barrage damage 250 > 300


Lv17 MOAB Barrage damage 500 > 600


Lv16 attack speed & Lv17 MOAB Barrage damage swapped


Lv18 machine-gun damage 10 > 12


Lv20 MOAB Barrage damage 1000 > 1200


Lv20 Cannon damage 20 > 25


Lv20 machine-gun damage 10 > 16

Ezili
Ezili is seeing a slight price reduction, and following a series of strongly worded letters mentioning curses (and a suspicious number of voodoo dolls appearing around the office) we’ve decided to stop 'slandering' Ezili’s figure and have updated her footprint to accurately reflect her true, more 'slender' figure, hopefully bringing out other enticing considerations in early hero selection and preventing our coffee machine from filling up with graveyard dirt. We’ve also simplified some of Ezili’s later levels, combining 2 small range increases and 2 other DoT focus levels to add in a dedicated Heartstopper improvement level to deal with late game purples.


Price reduced $600 > 550


Size reduced ‘corrected’ 7 > 6


Lv11 Range bonus increased 45 > 47


Lv14 Heartstopper duration 15s > 30s


Lv14 faster damage over time removed


Lv15 now grants the faster damage over time


Lv15 no longer grants range (remains 47)

Pat Fusty
Pat’s Rallying Roar buff radius has been a separate radius from his range, which has caused him to miss out on fun synergies like Desperado’s Take Aim buff. With this now matching and scaling from his range that should really give him something to really shout about.


Lv3 Rallying Roar will now always match Pat Fusty’s actual tower radius

Admiral Brickell
Brickell’s Mega Mine has had a MOAB Pierce penalty added to reduce dominant MOAB destruction without also filling up on Ceramics. Additionally she's received small Bloon cleanup buffs with her high powered revolver attack now piercing Bloons in the area, and Blast Chain reducing Sea Mine targeting delay even further.


Revolver attack gains pierce of 3


Lv7 Blast Chain ability duration 10 > 15


Lv7 Blast Chain sea mines seeking rate modifier improved 0.5 > 0.25


Lv10 Mega Mine gains MOAB pierce penalty +1

Rosalia
Rosalia’s Scatter Missile did far too much right away from level 3 and pierce has been reduced


Lv3 Scatter Missile pierce 40 > 30

Silas
Silas' offensive power brought too much heat for the supportively built hero, his Frozen damage bonuses have been cut to reduce damage, but his true support focus is also being improved with Ice Walls now able to hit DDTs and improved MOAB slow for Rime debuff at Lv11.


Lv4 Ice Walls can now hit Lead, including DDTs


Lv7 Frozen Cascade damage 20 > 12


Lv7 Frozen Cascade bonus damage to Frozen 15 > 8


Lv9 Ice Fragments bonus Frozen damage 3 > 2


Lv10 Frozen Burial bonus Frozen damage 60 > 40


Lv11 Now slows MOABs more (5% > 30,20,20,5% MOAB,DDT,BFB,ZOMG)


Lv15 Frozen Cascade bonus damage to Frozen 30 > 23


Lv15 Frozen Burial bonus Frozen damage 200 > 120


Lv16 Ice Fragments bonus Frozen damage 6 > 4


Lv19 Ice Fragments bonus Frozen damage 8 > 6

Boss Balance

Blastapopoulos
The full change was mentioned earlier, but we are also supporting the small Blastapopoulos rework with these numerical balance changes. A larger heat gauge makes it more lenient, passive range reduction on towers will be smaller, overall Heat generation from attacks has been reduced, and heat reduction from Ice attacks is now larger and scales up with higher tiers.


Heat gauge size per tier about +15%


Immune heat damage 3 > 2


passive range reduction 15% > 8%


Ice Base heat reduction 5 > (15,30,60,90,120)


Silas Lv7 Frozen Cascade heat reduction vs Blast 200 > 500


Silas Lv10 Frozen Burial heat reduction vs Blast 2000 > 8000


Ice x4x ability -1000 > -2000


Ice x5x ability -3000 > -6000


Ice xx4 reduction -2 > -50


Ice xx5 reduction -30 > -500


Mermonkey x4x ability -10 > -50


Mermonkey x5x ability -30 > -100

Looking Forward

We’re psyched to have pushed so many additional features into Frontier and we hope you find the replay value much improved. We’ve also made good on our prior notes about focusing our quality of life improvements, so if there’s a positive reaction to the multiple Boss tweaks, the Teams 2.0 changes, and the Frontier improvements in this update, we’ll look to repeat that approach with future updates. We’ve also made great progress in a couple of key areas that have been quite difficult to push forward, so we’re happy to share news of what’s ahead! We hope this update and Social Season #1, due to start in late April, will help you enjoy the start of Spring in the sunny north, or a cozy start to Autumn for those of us south of the equator.

Switch and Console


Switch is in testing with Nintendo! We have bugs to fix but we’re cranking through them and we’re feeling optimistic about releasing Switch in the next couple of months! The team is super excited about this and have been having fun testing this super flexible platform.


Do note that Switch entered submission and will launch with v53 content. Once released we’ll report back with our plans for the frequency of updates.


While going through the LotCheck process with Nintendo, we are also updating Xbox and PlayStation to the main branch so we can pick up all of the improvements and features available on Switch. We don’t have an update estimate yet on either platform but we will relay any updates on Discord and Reddit, and please stay tuned to these Looking Forward notes for Update 55.

Mod System


Also great progress on the Mod System! The technical features, version awareness, and data stability work are feature complete and into testing. The UI and making the incredible complexity of these systems navigable on multiple platforms and especially phones is our next big hurdle.


We have to make the UI navigable for internal testing, then share with some experienced modders, and see what the result is. We remain hopeful this major expansion of player-made content systems can land in v55, but past experience means we can’t be optimistic about it. We’ll do everything we can to deliver it, and at least work with our awesome Bloonstubers to create some prelaunch videos of the Mod System capabilities so that all of you who have been curious about what it does can get some answers.

Update 55


Double double Heroes - we’re excited to extend our partnership with Mattel and the Masters of the Universe with the launch of a full He-Man Hero, but since He-Man is also Prince Adam, we have a unique Hero experience where players can choose to transform between He-Man and Prince Adam for damage or support based play, with unique abilities and synergies based on which persona you choose at the time. The He-Man Hero will be an IAP, but we have also developed a second completely original Hero who shares a similar split personality that will allow players to experience this transformative gameplay via a Monkey Money unlock, after a short exclusive period for He-Man. As a bonus for players who buy the He-Man Hero during the exclusive window (roughly a month) they will also immediately unlock this new Monkey Hero in addition to He-Man and be the first to check out both of these double double Heroes.


Skull Peak returns! As a tribute to the oft-requested community designed maps from BTD5, we are updating Skull Peak with a sinister twist. But that’s such a long easy map, you say? Not if you do the thing, we say. Thanks again for the awesome design inspiration, Adriano!


Multiplayer coordination unlocked! We can’t share all of the details right at this moment but we are working on something that will make it way easier to coordinate in co-op games and events.

Update 56, 57, 58


Please leave us some room to adjust our plans in the last half of the year, but below we present our intentions and confirm things already mentioned in previous Looking Forward notes


Corvus skin! Amazing concept already in development, and yes a few people have guessed along the right lines.


New Tower. Archer or an evolution of the idea - we’re still working through the design discussions. Stay tuned!


Paragon - at least one more, probably of Military persuasion


One more new Hero, no hints for now


Powers Pros - we’re really enjoying designing and visualizing these, so 2-4 more


Possibly one more new Tower by end of year


Legends - no new ones this year. The next one will be sizeable, so we want to take a good long time with it, and continue to make improvements to Rogue and Frontier where we can


Quality of Life - we have a number of possibilities and won’t likely do all of these but top contenders are: co-op lobby 2.0, proper controller support, custom maps enabled for challenges, updated and new game modes, updated Insta Monkey collection and display, victory and defeat screen polish and comm options

As always, we appreciate you reading this far and giving your feedback about anything in these update notes! We hope you enjoy the heaps of awesome in update 54, and please do keep your eyes on the Socials Seasons event icon as that counts down to Social Season #1 starting in late April. Happy popping!
查看 Steam 原文 →
Limited Edition Plushies! steam_community_announcements
We've teamed up with Makeship to bring you three new Plushies! These are available for a limited time only so get in quick if your collection needs new Monkeys, or perhaps a Boss Bloon to battle!

Go to Makeship!
查看 Steam 原文 →
Bloons TD 6 - Update 53.0! steam_community_announcements
New Awesome

• New Hero Skin - Firecracker Gwen!

• Celebrate anything and everything with Firecracker Gwen’s fireworks!

• New Advanced Map - Party Parade!

• Festivities are under fire! Bloons have been spotted at Party Parade, and it’s up to you to defend the great lane division from oncoming threats in both directions! Don't let the Bloons burst the fun - stay sharp, divide your forces, and let’s get this party popping!

• New Quests

• ZOMG Rush: Beat rounds 30-60 on Off the Coast with a ZOMG that spawns right away at the start, and respawns every time you pop it!
• Support Monkeys Only: Beat Bazaar on Impoppable difficulty with Support Monkeys only
• Targeting Monkeys: Clear the faster paced Rogue Roundset on Logs with limited towers but with a catch, for this quest All Monkeys shoot where you aim!

• New Trophy Store Items

• Game & UI: Firecracker Gwen avatar, Cupcake Heroes avatar, Silas profile banner
• Limited Seasonal Item: Lunar New Year profile banner

Game Changes / Additions

• Co-op end screens now have Add Friend buttons
• Advanced tower performance: Towers Info panels now have an extra button listing a performance summary with more details for how many pops, how much damage, cash earnt, current value and lives earnt they have!
• You asked (many times), and finally you receive! Powers that you own a copy of can now be used in Sandbox for free
• Obtaining an Insta-Monkey for the first time will now display a ‘New’ banner on the rewards screen - no more guessing if you already had it in your collection!
• Hero Pets can now be mixed and matched regardless of the associated Hero Skin, because Ocean Obyn loves that little fiery Balfrog
• Optimizations made for load times & performance in Legends game modes
• Boomerang Paragon new ability ‘Overcharge’. Upon activating immediately granting itself 10 stacks of ‘Overcharge’ which give increased attack speed for every stack, stacks will deplete over time one by one every few seconds. More detail in balance changes section later
• Druid Jungle’s Bounty ability is no more, druid cash generation is now purely a passive end of round bonus. We are looking at possible changes for other abilitized cash generation and would like to hear more thoughts on this. To be clear; we are not simply looking to swap every cash generating ability to a passive, but there should be some choice in when you time an ability activation and we do not agree there was any reason to not spam these on cooldown which makes this a tedious clicking quota. Druid’s cash generation already has interesting interaction so for this case it felt more interesting to focus on that interaction instead, and the new ability gives careful timed activation that can assist in holding off on spending money on DPS towers for longer to effectively earn more cash which is more engaging of a choice to make. More detail in balance changes section later

Bug Fixes & General Changes

• Resolved a number of minor localization & UI issues
• Resolved a number of erratic menu screen transitions
• Crash closing tab when previewing Prop or Action Prop
• Resolved an issue with Tower Unlock Packs displaying ‘purchased’ when they were not
• Resolved an issue where T5 towers consumed to create paragons were contributing their cost value in addition to their T5 value to the resulting tower
• Pro Powers should no longer count as a tower towards global tower limits in regards to preventing placement of future towers (Were already placable themselves past the limit)
• Insta Monkey collection no longer list ‘out of 1664’ as there are still only 1600 instas
• What Did it Cost should now work again
• Budget Cash Drops should again work while in the main menu
• The ‘Log In’ pop up should no longer be able to stack multiple times
• Challenges that prevent use of certain upgrades should now correctly prevent use of instamonkey towers that are upgraded beyond those banned tiers
• Fixed that one guy’s really specific crash

Event changes

• Resolved some buggy interactions with Beast Handler
• Resolved a number of missing animations for items placed in CT team island
• Updated some missing seasonal visuals
• Resolved an issue where Blastapopoulos could double Fireball Spawn
• Correct a number of cases of incorrect localization
• Fixed a number of cases where things that should have progressed certain goals were not doing so correctly
• Resolved and Error popup that could appear clicking Share Button

Map Specific changes

• Reduced hitbox size for lights interactables
• Adjustments made to fix overlapping farm placement
• Should no longer prevent Chinook from redeploying towers from one category specific tile to another specific tile for that same category

Marketing Changes

• Following mobile marketing tests last year, we are starting a broad paid marketing push for Bloons TD 6, starting with mobile platforms and expanding to PC later
• For marketing to be effective, we enable basic player behavior data to be shared with the advertisers so that we know what type of ads are most effective
• Players on iOS may now see the App Tracking Transparency system message, especially new players. This is Apple’s high standard opt-in for data authorization, so completely up to each player and will not effect game performance or features.
• For perfect clarity, this has nothing to do with ads being shown inside BTD6. We do not show ads and we have no plans to show ads in BTD6. This is only so that players who see an ad and download the game can share data that will help us improve our marketing efforts - making the BTD6 community bigger and better. Thank you!

Legends changes

• A pass has been made over the mode for improved UI polish
• Implemented small dialogue pop ups over monkey villagers and other NPCs
• Improved Bloon circling around map tiles to be different depending on tile size
• Added a warning prompt when attempting to retreat a tower with 0 stamina
• Bananite count-up animation is now faster the more Bananite was earned
• Rocko now has the Sticky Bomb trait wherever they appear in the campaign
• Improved visual feedback for Lives & Stamina both in game and overworld
• Added a 3D Overworld Diamondback model for associated tiles
• Current Bananite balance is now displayed in the Fishing UI
• Players can no longer fast travel to their current location
• Resolved a rare issue when fishing up a Bloon Chipper if the player was outside or had an open window they could be sucked through it into a pocket dimension and forced to compete against other players at yahtzee where the champion would be selected to challenge the evil power and if successful be the only one permitted to claim the crown and return back to their original reality
• Improved UI layering to resolve some cases of clipping
• Players should now properly be able to resume Frontier progress after immediately after completing the Trial & purchasing the DLC pack at the end, without being kicked out of Frontier mode and having to load back in
• Resolved some cases on awkward map geometry in a number of locations
• Resolved a number of cases where multiple different cutscene type events could trigger at the same time
• Resolved an issue where some tiles could become uninteractable after a loss
• Frontier profile stats should no longer include a bunch of Rogue related stats
• Frontier save data has been optimized to reduce space
• Resolved a number of cases of incorrect camera transitions / skipping
• Sheriff should no longer retain his clothing in the UI at the start of a new campaign after deleting an old one
• Resolved an issue where dismissing heroes in a certain order allowed purchasing the same Hero multiple times (Could not be used in the same posse anyway)
• Fishing rods can no longer be cast multiple times at once to trigger many fishing minigames simultaneously
• Boss Bloons should now correctly animate when found in the Overworld
• Glass Bloons should no longer be immune to projectiles that spawn inside of the reflection radius (Including things like explosions and 3xx Beast Handler fish)
• Glass Bloon immunities list has been corrected
• Resolved an issue where some tiles would vibrate slightly when held
• Quick Restart hotkey disabled as it is not supported & was breaking games
• Chest lids are now attached to the bottom of the chest with hinges
• Beast Handler should now correctly be stunned by Retribution Bloons
• Resolved issues where Beast Handler could break attacking Frontier Bloons
• Feeble trait damage reduction corrected 50 > 40
• Phantom trait stamina cost reduction corrected 20% > 25%.
• Rebound trait correct to bounce up to 1 > 2 times
• Undertaker trait corrected Zombie lifespan 3s > 18s
• Zombie Traits should no longer be overridden by the Wader Outfit
• Resolved an issue where the currently selected base base hero’s description could apply over the top of different heroes selected within frontier
• Resolved an issue where maps were not properly randomizing
• Sheriff should no longer appear as an insta-type reward. Wait, what’s that? Oh, it probably wasn’t actually happening anyway but I already wrote this so just pretend
• Resolved some Artifact generated projectiles not correctly scaling with the visibility slider
• Corrected some tiles appearing rotated backwards in maps
• Resolved some crashes that could occur related to rebounding artifacts
• x3x Druid Vines can no longer crit with artifacts as they destroy all targets
• Legends Trials should now play their associated music instead of the main menu theme
• Resolved some cases in which Rich Presence could not differentiate legends

Tower & Hero Fixes

• Dart Monkey 4xx Crosspathed Juggernauts should no longer bounce off map borders
• Ice Monkey 4xx Embrittlement shaved off a single vertice error from its left eyebrow
• Ice Monkey x5x Absolute Zero’s freeze should no longer prevent Ice Monkeys attacking the target
• Mortar Monkey 032 Mortar should now be able to apply Burny Stuff to Black Bloons
• Captain Churchill Lv17 Bonus damage to Fortified should no longer break at this level
• Ezili's Lv3 Heartstopper Ability now grants Purple popping power for Blastapopoulos (Fortunately doesn’t even have to convert Purple Bloons into MOABs to achieve this!)
• Ezili's Lv3 Heartstopper Ability should not lag as much with high Bloon Counts
• Psi Lv4 Should no longer hit Lead/Purple until Psi is able to pop those types
• Silas Lv13 no longer allows T5 Ice Monkeys to be placed when prohibited by challenge rules

Platform Specific fixes

• Resolved an issue which could prevent the FPS cap from applying in all cases
• Resolved a crash that could occur after updating linked email address
• Resolved a crash upon finishing the Frontier Legend preview quest

Balance Changes

We have seen an increase in feedback related to power creep impacting enjoyment and we do want to go into this year similar to how we finished last year with more thought on targeted nerfs and fewer buff changes mostly focussing on the quality of life angle or big things that have been on the backlog for a while rather than injecting raw improved stats, this said there are still a number of your highly requested buff changes in this list.

Dart Monkey

Juggernaut knockback is excessive against regular light Bloon targets and will be reduced.

• 4xx Juggernaut light knockback multi reduced 6 > 4
• 402 Juggernaut light knockback multi reduced 9 > 6

Boomerang Monkey

Bionic Boomerang is getting a rebalance improving baseline power outside of ability activation while maintaining roughly the same power when ability is activated. MOAB Press continues to act as a very powerful scaling MOAB Stall option, slightly increased cost will add up more when building these in groups.

• x3x Bionic Boomerang bonus damage to MOAB-Class 2 > 1
• x3x Bionic Boomerang attack cooldown reduced 0.238s > 0.15
• x4x Turbo Charge ability rate boost reduced from 7x > 5x
• x5x Perma Charge attack cooldown 0.034s > 0.03s
• xx4 MOAB Press price increased from $2400 > $2700

Boomerang Paragon is being rebalanced around a higher price point, and as a part of this change is gaining its own ability Overcharge. Upon activation this immediately grants itself multiple stacks of Overcharge buff which each increase the tower’s attack speed but these stacks rapidly deplete over time one by one until expired.

• Paragon cost increased $250,000 > 375k
• Paragon attack damage increased 20 > 25
• Overcharge number of stacks applied: 10
• Overcharge attack cooldown per stack: -10%
• Overcharge duration per stack: 3s
• Overcharge cooldown: 45s

Bomb Shooter

Previously increasing the Bomb Blitz cooldown once the passive became much more powerful felt like a mistake, instead we want to bring that back and push the price up to something more fitting again instead.

• Bomb Blitz price increased $23000 > $30000
• Bomb Blitz Bomb storm cooldown reduced 75s > 60s

Similar to previous changes for abilities on paragons, as Bomb Paragon’s main attack is quite slow we have decided to tilt its power more directly to MOABs than just bosses. So its damage & MOAB Damage bonuses are being scaled up so that outside of the ability it should hit for much chunkier explosions whenever it attacks.

• Paragon main explosion damage increased 210 > 250
• Paragon main explosion bonus MOAB damage increased 2100 > 2500
• Paragon main explosion bonus Boss damage increased 0 > 2500
• Paragon cluster explosion bonus MOAB damage increased 300 > 1000
• Paragon cluster explosion bonus Boss damage increased 900 > 1000
• Paragon secondary cluster explosion bonus MOAB damage increased 150 > 500
• Paragon secondary cluster explosion bonus Boss damage increased 450 > 500
• Paragon Ability cooldown reduction per leak increased 5s > 10s

Tack Shooter

We feel the Tack Paragon needs a nudge to help it compete against other paragons as this price range proves to be quite easy to skip over.

• Paragon Ability Meteor damage increased 50,000 > 60,000
• Paragon Ability Fireballs damage increased 700 > 900

Ice Monkey

Ice Monkey T5’s are very strong right now, Embrittlement in particular stands out as a problem with its high damage so this is being reduced, however the range of its shards is being increased to retain the higher cool factor of buying this upgrade. Absolute Zero is also seeing a price increase as another very powerful Ice right now. We’re also increasing the soluopopatsalB counter potential here on middle and bottom paths. Ice Monkey’s paragon has caused a big stir with the powerful mechanics it brings to the table; uptime of its passive debuffs is being lowered as currently it maxes uptime too easily without degree investment and Embrittlement debuffs will no longer be stackable - only the highest tier Embrittlement debuff will take priority. Finally players responded with a lot of love for what Ice Paragon brings but also big annoyances with timing; for QoL we have changed the skull freeze from a debuff that has to be applied to a boss to be a simple active duration, this means is instead timing 1 exact frame for the debuff to be applied the effect will just be active for a duration and should work so long as a boss skull is triggered any time within that active duration.

• 5xx Embrittlement shard damage reduced 10 > 5
• 5xx Embrittlement shard projectile range increased 20 > 40
• x5x Absolute Zero price increased $19k > $21k
• x4x Snowestorm ability heat reduction 500 > 1000
• x5x Absolute Zero ability heat reduction 1500 > 3000
• xx5 Icicle Impale icicle heat reduction 6 > 10
• Paragon attack interval increased 4 > 5
• Paragon attack cooldown increased 3s > 4s
• Paragon beam pierce set to 500
• Paragon Bloon damage debuff reduced 10 > 8
• Paragon’s bonus damage for ice attacks no longer applies to Shatter damage type
• Paragon’s Eclipse of Fimbulwinter skull freeze is now an active duration not a debuff

Desperado

Bottom path’s Avenger was severely underappreciated when it was last buffed, with that buff bringing in so much attention it is time to step back that power. At the same time bottom path Desperado’s low shotgun range is being scaled up to increase their useful placement, and as a fittingness and fun bonus Nomads will also be allowed to group up in range of other Nomads with no penalty. The Desert Phantom also gains more single target buckshot power as this big weakness holds it back considerably.

• x3x Deadeye fort bonus reduced 12 > 10
• xx1 Wanderers no longer remove Wander stacks from other Wanderers
• xx3 Enforcer shotgun range increased 28 > 36
• xx4 Avenger price increased $6500 > $9500
• xx4 Avenger moab knockback reduced 2 > 1.5
• xx5 The Desert Phantom buckshot MOAB bonus increased 20 > 40

Sniper Monkey

For Deadly Precision a price decrease allows for more early to mid flexibility, and granting it a huge Ceramic bonus allows it to pop Super Ceramics now in 1 hit instead of 2 for possible lategame use cases without spiking its MOAB power too much as Maim MOAB doesn’t really want to destroy MOABs quickly.

• 3xx Deadly Precision Ceramic bonus damage increased 15 > 50
• 3xx Deadly Precision price reduced $2500 > $2200
• 4xx Maim MOAB price increased $6000 > $6300

Monkey Sub

Monkey Sub kept leaving bags of poop on our doorstep and will be gaining improved reliability for its de-camo pulse, with Reactor already doing very good at this and buildup growing more reliable from the change it gets a tiny price raise.

• 3xx Submerge and Support de-camo pulse cooldown reduced 1.5s > 1.35s
• 4xx Bloontonium Reactor price increased $2300 > $2400

Monkey Buccaneer

Destroyer’s price is going up very slightly as it’s performing well, but we’re mostly happy with it. Aircraft Carrier’s lifespan is being tweaked slightly to properly tie in the xx1 crosspath as a projectile distance buff for all projectiles rather than just the small selection it currently buffs.

• 3xx Destroyer price increased $3050 > $3350
• 4xx Aircraft Carrier base projectile lifespan increased 0.6s > 0.7s
• 4xx Aircraft Carrier plane missiles lifespan reduced 24 > 16.8
• 401 Aircraft Carrier plane projectiles scale with the Long Range upgrade

Monkey Ace

The suggestion sounded cool? & Pineapple crosspath has always been really boring so some cool would be nice. Ground Zero feels like a good tower, but has had a hard time fitting anywhere being power creeped by other meta options.

• 320 Fighter Jet missiles distance reduced 600 > 420
• 320 Fighter Jet missile explosion now drops an Exploding Pineapple
• x4x Ground Zero price reduced $18,000 > 16,000

Mortar Monkey

The Biggest Stun gains great value from any rate buffs, causing it to become a powerful full game lockdown without very much support.

• 5xx The Biggest One stun MOAB duration reduced 0.5s > 0.4
• 5xx The Biggest One stun DDT duration reduced 0.3s > 0.2
• 5xx The Biggest One stun BFB duration reduced 0.3s > 0.2

Super Monkey

Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing.

• Temple Sun Beam attack cooldown reduced 0.06s > 0.05s
• v1 Primary Golden Blades damage reduced 150 > 100
• v1 Military Missile attack cooldown increased 6s > 12s
• v2 Military Missile attack cooldown increased 3s > 6s
• v3 Military Missile attack cooldown increased 1s > 3s
• Military Golden Spectre Bomb damage increased 6 > 15
• Military Golden Spectre Dart damage increased 25 > 50
• v1 Magic Arcane Blast damage reduced 75 > 40
• v2 Magic Arcane Blast damage reduced 100 > 60
• v3 Magic Arcane Blast damage reduced 140 > 80
• Magic Arcane Blast projectile speed reduced 300 > 200
• 15k Military Sun Beam damage bonus increased 1 > 2
• 25k Military Sun Beam damage bonus increased 1 > 2
• 35k Military Sun Beam damage bonus increased 1 > 2
• 45k Military Sun Beam damage bonus increased 2 > 4
• Support’s $15k & $25k bonuses swapped around
• Support’s $40k & $45k bonuses swapped around

Druid

We want different farming methods to have different interesting ways of engaging with them, but when an ability should always be used on cooldown that’s when it really shouldn’t be an ability, while there is strategy in stall tactics there isn’t for that ability timing most don’t have fun engaging with this when they are group spam abilities. Due to this we’ve reworked the druid ability so that the farm interaction is the important mechanic to engage with here instead, and the ability is a targeting method of providing cleanup that does have strategic timing which can be used to focus more on farming with careful ability usage instead of building other defensive towers.

• x4x Jungle’s Bounty now generates cash & lives passively after each round
• x4x Jungle’s Bounty ability replaced with Vine Crush.
• x4x Vine Crush: Upon activation grabs up to 10 Bloons anywhere on the map and crushes them into a rubbery paste (Not for consumption!)

Mermonkey

Top path Mermonkey’s pierce scaled up more than intended from applying its own pierce buff to its own already high pierce so this is being reduced but the T5 Lord of the Abyss will now gain a slight base range increase. Riptide Champion as an underappreciated star performed exceptionally well with recent changes which are now being scaled back, and Popseidon which was also performing extremely well will likewise be scaled back. Echosenses

• 4xx Abyssal Warrior tentacle pierce reduced 30 > 25
• 5xx Lord of the Abyss tentacle pierce reduced 80 > 50
• 5xx Lord of the Abyss range increased from 28 > 32
• x3x Riptide Champion price increased $1100 > $1400
• x3x Riptide Champion range reduced 35 > 32
• x5x Popseidon range reduced 50 > 40
• x5x Popseidon price increased $48,000 > 52,000
• xx2 Echosense Network range bonus reduced 10 > 7.5
• xx3 Alluring Melody pierce increased 5 > 6
• xx4 Symphonic pierce increased 10 > 12

Spike Factory

Carpet of Spikes attack rate was slightly faster than intended likely due to a previous balance change not carrying up correctly, the upgrade is performing a little good right now anyway so this formula has been corrected

• x5x Carpet of Spikes attack cooldown increased 0.49s > 0.525s
• xx5 Permaspike could not be reached for comment

Engineer

Engineer Paragon's power glove pairs up much too well with some paragons compared to others so we’re trying out a shift to lower cooldown but also lower duration to break this up.

• Power Glove cooldown reduced 90s > 60s
• Power Glove duration on Paragons reduced 25% > 15%
• Power Glove AoE duration reduced 60s > 30s

Beast Handler

Giganotosaurus is getting something of a fix to its stun which was previously stunning BFBs for longer than MOABs, additionally it is seeing the long requested change to finally after all this time become best friends with permaspike, that’s right, Giganotosaurus was spotted at Permaspike's birthday and we have eye witness reports that they have signed a buddy agreement. Now it can break through Moab layers at the cost of pierce.

• x5x Giganotosaurus Stomp MOAB stun duration increased 3s > 8s
• x5x Giganotosaurus damage now carries through MOAB layers
• x5x Giganotosaurus pierce reduced 60 > 44
• x5x Giganotosaurus pierce scale reduced 90 > 66

Silas

To reduce frustration Silas’ main attack minimum ricochet distance has been reduced, however his discount to T5 Ice Monkeys is also being reduced as getting this bonus twice for the same T5 Ice Monkey potentially even for the other 2 was proving to be far too much power.

• Minimum ricochet range reduced 10 > 1
• Lv13 Price Discount for T5 Ice Monkeys reduced 25% > 15%

Blastapopoulos

Blastapopoulos’ Rocks too often end up landing on a tower which takes it out of the game for a long time and hurts the intention of favouring closer range towers over long ones, to alleviate this we are cutting the rock duration in half and also increasing the radius of this rock circle so it becomes less likely to cover closeby towers.

• Normal Rock circle radius increased 50 > 65
• Normal Rock duration reduced 24s > 12s
• Elite Rock circle radius increased 50 > 60
• Elite Rock duration reduced 24s > 12s

Freeplay

The final freeplay income cut has been pushed back 20 rounds for a little more juice finishing off long Boss Fights, and to give less harsh of a cutoff for early freeplay base cash earnings.

• Round 120 income cut increased from 5% > 8%
• Added a Round 140 income cut back down to 5%

Frontier

Reigning in the 2 standout Frontier weapons; Dynamite only lasted 1 layer which caused it to fail to work against smaller Bloons so we’ve enabled it to explode upon that layer being destroyed, and Zig Zag outperformed the power of other weapons by too much while also creating tons of projectiles for triggering additional item effects.

• Dynamite Stick: Now explodes on target being popped
• Dynamite Stick: Speed increased 150 > 300
• Dynamite Stick: Pierce increased 18 > 25
• Zig Zag pistol: Attack cooldown increased 2 > 3s
• Zig Zag pistol: Pierce reduced 6 > 5

Looking Forward

• Happy 2026 everyone - we hope your holidays were playful and that the new year has started well for all of you! Following the busy end of 2025 we had across Ninja Kiwi, we’re super excited to start the year with new energy and with heaps of quality of life improvements in this first update of the year. Powers in Sandbox and adding friends at the end of coop games have been on our lists and player requests for some time, and making Hero pets available to all skins of that Hero adds fun and flexibility. We also added more balance changes and fixes than expected, which gives us a lot to talk about with the community right out of the gate.

We also listened carefully to the feedback from the end of year Looking Forward, and interpreted some of the lack of feedback on a few points. The majority of interest was on the Mod System and console, so we’ll start there.

• Mod System

• We’ve crossed a major milestone with working builds and significant UI rework on the player flow to both create and browse player created content
• We’re focused on 4 core mod areas that we’re aiming to deliver in the mid year update v55 - Towers, Bloons, Rounds, and Monkey Knowledge
• After working through use cases and bugs internally, we’ll be sharing with some active BTD6 modders for feedback, and we hope to work with our Bloonstubers to get some work in progress videos to help answer the many “but what is it” questions

• Switch and Console

• With one more full-time developer added to the team, we’re aiming for Switch submission in March
• Review and resubmission timelines are unpredictable, but we’re expecting 1-2 months from there to launch
• PlayStation and Xbox will pick up the current content from the Switch submission and begin their own submissions - we will move these as fast as possible, but to set expectations, this is also a few months away

• Frontier Update

• Major update planned for v54 focused on difficulty options and replayability, with lots more variance to areas where we’ve received feedback - Boss fights, Bloon duels, fishing, bounties, and Sheriff gear, as well as a new Random Encounters feature with fun consequences for Posse members

• Monkeys

• Druid Paragon is looking awesome for v54. Exciting design with active ability management between Elemental and Wrathful states
• Completing our Master of the Universe integrations, He-Man Hero is set for launch in conjunction with the major motion picture this northern hemisphere summer. You control the Sword of Power, with a togglable transformation enabling alternate ability states & playstyles - choose to support your Monkey Team as Prince Adam, go all in with solo damage He-Man, or dabble in a mix of the two for many different playstyles. This truly is two Heroes in one, and it will be available as an IAP exclusively for a limited time at the movie launch. To keep things fair and freely usable in a wide range of game modes, we will introduce a related Bloons Hero for monkey money after this exclusive window, and we’re hoping the collectors among you will be excited to get them both.
• We saw lots of Archer (name tbd) Monkey when? Corvus Skin when? While we know “now” is the answer many awesome peeps want, the actual answer is August with v56

Enjoy this first update of 2026 and we look forward to an exciting and fun year ahead!
查看 Steam 原文 →
Frontier Legends DLC Now 50% Off - Limited Time Only! steam_community_announcements
From now until January 26th, you can pick the epic Frontier Legends DLC at 50% off!

What is Frontier Legends?

Visit the world of Frontier Legends, explore vast expanses, recruit your posse, fish up legendary fish, upgrade your town and battle against all new Bloons. Follow the Sheriff as he embarks on a journey of redemption. Is your posse ready to battle with the ultimate Boss?

ALL NEW FEATURES


Visit iconic locations from the Bloons TD 6 world, such as Sulfur Springs, Cornfield, and Sunset Gulch.


Recruit your Posse of Monkeys from the Saloon, including game-changing traits. Be on the lookout for Heroes and Legendary Monkeys for-hire as well!


Go fishing in one of the numerous fishing spots throughout the Frontier. Will you fish up the True Sun Cod?


Be on the lookout for 6 all-new Bloon types that will change the way you play the game.


Experience the Bloons world like never before, and uncover the story of Sandy Town and its inhabitants.


Be prepared to battle with an all-new Boss Bloon!

EXCLUSIVE ITEMS


Desperado Pet, Banner, and Avatar available immediately upon purchasing Frontier Legends


A second Banner and Avatar set celebrating your legendary accomplishments after completing the story


All new Tim Haywood western music track written exclusively for and inspired by Frontier Legends

Get it before the sale ends and help Sheriff protect the Frontier!
查看 Steam 原文 →
Bloons TD 6 - Update 52.0 steam_community_announcements
Update Video: https://youtu.be/gVaNbCIr2mY

Key New Features

• New Legends DLC - Frontier Legends

YEEHAWW! Saddle up, partners! It is our incredible pleasure to introduce our second game-within-a-game Legends drop - Frontier Legends! This DLC is the longest and most robust long-form story game we’ve built at Ninja Kiwi, and we sincerely hope you enjoy the experience. If we were to describe it in BTD6 main game terms, it’s like an Odyssey Quest across 50+ maps in a huge 3D world, plus mini games, persistent currency and upgrades, and RPG-style Monkeys with prefix names that correspond to unique traits.

We have gotten so much fan art over the years about the maps being connected, we decided to pay homage to that in a pretty huge semi-open world. We love discussing canon with the community and often intentionally dodging questions of exactly what is canon, and we felt ready to tell a story that adds lore and whimsy to the Blooniverse.

Relative to Rogue Legends, the size of Frontier Legends DLC and the development effort behind it are both significantly larger and the slightly higher price of US$12.99 reflects that.

Check out all of the awesomerness included in Frontier Legends!

• Build your Sheriff by mixing and matching Hats, Torso Equipment, Weapons, and Consumables - and don’t forget to bring along your favourite pet companion!
• Mosey on over to the Saloon to recruit hired monkeys with their own unique names and randomized traits

• Sometimes a Legendary Recruit may show up, so keep an eye out for them!
• Multiple Heroes, as you journey through the Frontier world, you can increase the normal hero limit by earning Deputy Stars. I wonder how high this can go?

• Face 6 new specialized Bloons unique to Frontier Legends introduced throughout all new round sets

• Dynamite Bloons: Careful of that blast radius
• Glass Bloons: Some projectiles bounce right off
• Diamond Bloons: So shiny those high damage attacks lose their luster
• Aura Bloons: These farm so hard nearby Bloons are inspired
• Retribution Bloons: Sometimes what you hit can hit you back
• Ringleader Bloons: So influential they shield nearby Bloons from damage

• Diamondback, the new and terrifying multi-segment Boss Bloon

• This boss will be exclusive to Frontier at launch, but we will be adapting it for inclusion in the base game next year
• We’re sure players will work out all there is to know but we will share that it is a conglomerate boss inspired by Bloons Super Monkey 2
• Core mechanics revolve around Pierce and deliberate attacks that cause the boss to debuff itself

• A dozen unique Feats each with cool Cosmetic and other rewards

• More new Feats will be tied to the Curse system that will be coming in a Frontier update next year

• 3D menus that feature almost every tower in the game
• Every pet in the game now has a walk cycle (or something equating a walk at least!)

So get ready to mosey on in and wrangle up some Frontier Legends, because this is an entirely new way to play Bloons TD, and we hope you enjoy it!

New Awesome

• New Paragon - Herald of Everfrost, the Ice Monkey!

• The Herald of Everfrost unleashes a shattering Ice Lance Beam to freeze everything it hits for 10 seconds. As the beam rips through the Bloons, it leaves a wake of icy shards in every direction as it passes, tearing apart Bloons while Frozen Bloons slice each other with razor sharp icicles
• Alternating with this is a thunderous Snowstorm Roar attack that passively freezes everything below a BAD, applying Permafrost, removing all Camo & Regrow, and inflicting a brutal debuff causing targets to take +10 damage from all attacks, with an additional +40 taken from any Cold-type damage attacks
• When all else fails, the Ice Paragon calls upon the Eclipse of Fimbulwinter, giving Boss Bloons brain freeze! Or skull freeze anyway. This ability has very limited use, but freezes EVERYTHING. Break a Boss Skull during its freeze, and the boss will thaw early, but that skull shatters, and its activation is completely nullified!

• New Expert Map - Tricky Tracks!

• Submitted by VillainSeven & _XLGamer10! This is the first of our winners from our last map competition, and we’re so happy to release this (and have it included inside Frontier Legends as well). So Tricky Tracks is finally here, and it’s tricky! Which tracks, considering the name.

• New Quest - Frontier Legends Trial

• Intro quest for the Frontier Campaign.

• New Trophy Store Items

• Bloons: Winter Hat Bloons
• Game & UI: Winter Avatar, Winter Banner

• New Limited Time trophy item (Note: Not available until the seasonal event begins!)

• Monkeys: All Towers Winter Placement Effect

Game Changes / Additions

• Rogue permanent artifacts page now has a total owned counter
• Rogue permanent artifacts page now has a search bar, even without starting a new run
• Due to Frontier being built off the same system we were able to retroactively apply improvements in texturing to the Terrain tiles in Rogue, allowing them to match the new and much fancier ones in Frontier! This should make the environments where you see below the surface tile feel much more alive, since we have now textured the bottom of all the Terrain tiles.

Bug Fixes & General Changes

• Resolved an issue with guest accounts not recording pops correctly in co-op
• Resolved an issue with missing animations for items placed in CT team island
• Menu Navigation should no longer run at 3x speed after a data conflict
• Resolved an issue with some projectiles not remembering their tower category after the parent tower is sold

Event changes

• Vortex’s Stun should now be correctly saved
• Resolved an issue with Team Score Display

Map Specific changes

• default music track set to Haunted House
• Bloon Speed nodes have been slowed more to fit difficulty

Legends changes

• Resolved a number of edge case crashes and performance issues
• The Low Knowledge Curse should correctly disable MK upgrades
• Rosalia’s movement should correctly match the category of her Workshop
• The Quantum Leap Artifact should no longer expire Heli Crates too quickly
• Resolved a crash with Rogue Legend profile stats

Tower Specific Fixes

Super Monkey

• Temple Mini Sun Avatars should no longer stop attacking once the main tower is sold

Alchemist

• Resolved a crash that could occur in co-op upon losing the game while an Alchemist's transforming tonic is active. Funny, I’ve been using transforming tonic in co-op and never crashed🤔

Mermonkey

• x4x Ice Jet should no longer rebound off map borders independently

Banana Farm

• Resolved an edge case crash linking Pro Farmer to a farm then selling the farm

Spike Factory

• SFX from Bloons hitting spike piles should now be correctly rate limited
• Resolved a crash that could occur with spike paragon spawning mini storms in invalid locations
• 4xx & 5xx should no longer fail to deal their final instance of damage over time

Beast Handler

• Resolved an issue where top path’s thrash rates differed for latched & destroyed targets

Hero Specific Fixes

Quincy

• Trophy Placement Animation should no longer break after loading a save and restarting

Gwendolin

• Resolved an issue where extra projectiles could not be gained from applicable levels

Admiral Brickell

• Retry Last Round should no longer cause Brickell to become invisible with her Aerial Deployment placement animation

Corvus

• Resolved some crashes with using & loading saves with Corvus

Silas

• Resolved an issue where only standard MOABs received a slow penalty from Rime
• Resolved an issue where Lv6 could attack in range of towers other than Ice Monkeys
• Resolved a crash with Silas in Rogue Legend related to some artifact combinations

Balance Changes

We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits.

Dart Monkey

Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now.

• Dart Paragon attack cooldown increased 0.4s > 0.5s
• Dart Paragon Boss damage bonus reduced 80 > 60
• Dart Paragon damage increased 15 > 25

Bomb Shooter

Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown

• xx5 Bomb Blitz ability cooldown 60s > 75s

Desperado

Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost.

• 4xx Twin Sixes price $4,800 > $5,800
• 5xx The Blazing Sun price $17,500 > $16,500
• 5xx The Blazing Sun To Burn stacks requirement reduced 55 > 50
• x3x Deadeye Rifle damage reduced 12 > 10
• xx4 Avenger Price reduced $8500 > 6500
• Knockback Multipliers against MOABs, Heavy Bloons, Light Bloons

• xx3 Enforcer knockback multi increased (0, 1, 2) > (0, 2, 2)
• xx4 Avenger knockback multi increased (1.1, 2, 2) > (2, 3, 3)
• xx5 The Desert Phantom knockback multi increased (2, 3, 3) > (3, 4, 4)

Heli Pilot

MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged

• xx3 MOAB Shove ZOMG Shove 0.5 > 0.75
• xx3 Heli BFB shove amount reduced 0.1 > 0.11
• xx4 Comanche Defense shove amounts unchanged

Super Monkey

Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples

• 300+ > 10,001+ (major)
• 1001+ > 15,001+ (minor)
• 2001+ > 20,001+ (major)
• 4001+ > 25,001+ (minor)
• 7501+ > 30,001+ (major)
• 10,001+ > 35,001+ (minor)
• 15,001+ > 40,001+ (major)
• 25,001+ > 45,001+ (minor)
• 50,001+ unchanged
• Military missile minimum range increased from 80 > 100

Mermonkey

Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths.

• 000 Mermonkey price reduced $375 > $275
• 1xx Trident Efficiency rate bonus increased 15% > 20%
• 2xx Trident Swiftness rate bonus increased 18% > 25%
• 3xx Abyss Dweller pierce reduced 24 > 20
• 4xx Abyssal Warrior pierce reduced 32 > 30
• x2x Tidal Chill price reduced $300 > $225
• x3x Riptide Champion price reduced $1900 > $1100
• x3x Riptide Champion projectile speed increased 100 > 110
• xx2 Echosense Network price reduced $380 > $280
• xx2 Echosense Network range bonus increased 6% > 10%
• xx3 Alluring Melody trance pierce increased 4 > 5
• xx4 Symphonic Resonance trance pierce increased 8 > 10

Spike Factory

It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.

• Spike Paragon attack cooldown increased 10s > 11s
• Spike Paragon main attack damage reduced 140 > 100
• Spike Paragon Small Mine explosion damage reduced 240 > 120
• Spike Paragon Mini Spike Storm bonus MOAB damage reduced 160 > 100
• Spike Paragon Carpet of Spikes bonus Boss damage reduced 1500 > 800
• Spike Paragon Carpet of Spikes bonus MOAB damage increased 100 > 300
• Spike Paragon Spiked-Mine bonus MOAB damage reduced 140 > 100

Buffs. Aura. Nerfs. Meta. Long ago, the four aspects lived together in harmony. Then, everything changed when the Ninja Kiwi Nerfs attacked. Only the Balancer, master of all four aspects, could stop them, but when Permaspike needed him most, he vanished. Two months passed and Scout and I discovered the new Balancer, a Buffer named Bubble O' Bill. And although his Buffing skills are great, he has a lot to learn before he's ready to save anyone. But I believe Bubble O' Bill can save Permaspike.

• xx5 Permaspike unchanged by 100%

Engineer

Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.

• Engineer Paragon influence increase for Monkey Village reduced 25% > 15%
• Engineer Paragon Power Glove cooldown increased 45s > 90s
• Engineer Paragon AoE overclock radius increased 24 > 30
• Engineer Paragon AoE overclock duration increased 15s > 30s

Beast Handler

The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced.

• x3x Velociraptor pierce reduced 14 > 12
• x3x Velociraptor pierce scale reduced +21 > +18

Hero Balance

Striker Jones

Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes.

• Lv3 Concussive Shell pierce reduced 48 > 36
• Lv9 Concussive Shell pierce reduced 58 > 48
• Lv9 Concussive Shell MOAB-Class duration penalty now applies at Lv3 (-40% duration)
• Concussive Shell duration penalty on DDT’s remains 40%
• Concussive Shell duration penalty on BFB’s increased 40% > 55%
• Concussive Shell duration penalty on ZOMG increased 40% > 70%

Obyn Greenfoot

As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced.

• Lv10 Wall of Trees pierce reduced 3000 > 2500
• Lv20 Wall of Trees pierce reduced 9001 > 7500

Psi

Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate.

• Lv3 Psychic Blast cooldown increased 40s > 45s

Silas

This update resolved an issue where Silas’ Rime slow was only applying a reduced slow value to standard MOABs, meaning that all other MOAB-Class Bloons (outside of Bosses and BADs) were being completely slowed by the same amount as standard Bloons. Silas has been incredibly powerful so this fix felt entirely fair as a nerf, however we wanted to clarify this here as we mentioned there was little free time this update to review the impact of said fix in great depth so we may consider reducing the total MOAB penalty at a later date after this has time to settle

Admiral Brickell

We won’t repeat the Mermonkey explanation from above, so go back and read that if you haven’t. However for clarity Brickell has always been a ‘Military’ hero to us, there have only been 2 water-based towers in the Bloons series which are both military towers so it hadn’t felt necessary to explain this in further detail given her clear military title, but in hindsight this wasn’t as clear as it was to us. Brickell is in an awkward position where we see she is clearly problematic for us but we are always met with resistance when trying to do anything about this, but when we can get past this we would be more open to looking at her applying broader across military or other militarized options, though with such buffs as powerful as her Naval Tactics in particular they do need to stay limited in some regard

Known Issues - Frontier

We are aware of these issues and are working on fixes for them

• If you run into a bug, look for the RESPAWN SHERIFF option. We’ve worked hard to prevent issues here, but this is the biggest open-world-like project that our team has ever worked on, so if you do find yourself stuck or out of bounds, do not delete your save, return to the main menu of Frontier, select the ‘Settings’ button, and there should be an option for ‘Respawn Sheriff’. This is a debug tool that will move you back to Sandytown, and we have decided to leave it in with no cost to use for Launch to help with any edge cases we may have missed.
• The ‘Night’ toggle is currently purely cosmetic, we have many functional plans for this, though being low priority for launch these will be expanded on in a future update.
• Overworld Quickdraw Bloon fights currently do not have a ‘shoot’ animation when you successfully win the minigame, we plan to add one here to make these events more satisfying
• Sheriff’s information button currently does not provide any information. Sheriff’s abilities and what they do will be added to this button in the future.
• The Firing Range tile is setup as a ‘Sandbox’ for this mode, however currently this is very unclear and we will be updating its tile card to reflect this more appropriately.
• Geraldo, Benjamin & Banana Farms are not obtainable towers in Frontier. This is intended by design given the cash system works completely differently in this mode and they are not fun to use in this context which hampers most of their gameplay, so although some people may enjoy taking on the challenge we did not want average players to see them and expect them to work as well as other heroes so at least for launch they will not be available. Geraldo is still there manning the general store though!
• Optional end game side missions including tiles featuring the core bosses from the base game appear as difficult optional endgame content, there are a few known issues with some of these currently (Namely Dreadbloon and Phayze), as our focus for launch was the base campaign experience these are much harder than intended right now in part due to these issues, we'll be looking into adjusting these health values and having a greater balance pass for post-campaign content soon, so tackle them at your own peril!
• Boss models currently don’t animate in the Frontier Overworld.
• Sandytown does not show a campfire on the World Map even though it does have one.
• The "Quest Marker" and "You Are Here" markers will overlap each other on the map UI if you're currently in the same area the Quest Marker pin is at.
• You can trigger popup prompts multiple times when interacting with a locked chest, or entering new areas.
• When you unlock a new tower in the Saloon it'll say 1 of that tower will appear. This is a typo and simply means the tower now always has a chance to appear for hire.
• The tower models in the Saloon sometimes won't spawn or despawn properly if you hit the refresh button too quickly, this is purely visual and won't affect your ability to recruit.
• The Health and Stamina potions from Frontier are appearing as Powers in the Odyssey, also purely visual and we are working on a fix for this.
• Campsites/Homestead don't currently visually update any added or removed Posse members until you re-fresh the UI.
• Hero Icons aren't consistent between normal heroes and their skins for the tower hud in-game, some show only the head icon instead of the full body model.
• On the Player profile, the play stats are showing incorrect descriptions for Frontier.
• Purchasing new hero skins halfway through a campaign won't update these as available recruits in the Saloon. We intend to fix this so the skins get automatically added as options for hire upon purchase of the skin.
• Black Borders on elite tiles don't have sparkles: We know the community loves the black borders, so we have some more visual polish coming for 52.1.
• Deputy stars don't immediately update the UI when received.
• Directional track arrows are not yet showing in Frontier.

Looking Forward

The last update of the year puts us in a grateful frame of mind - grateful to have pushed ourselves creatively in the several big updates this year (Rogue Legends, Desperado, Silas, 3 Paragons, She-Ra and Skeletor, 6 maps, and Frontier Legends) and grateful for the deep, thoughtful play and feedback we’ve had from all of you in the community. We continue to dig into the range of responses on balance, tier lists, things you want, things you don’t want, constructive criticism, map entries, and super cool fanart. We learned more about how much we can do in a given update, and where we stretched ourselves too thin.

With those things in mind, we hope you’ll accept this as our wishlist for 2026 - not commitments, but instead the areas where we want to add more and then update you in the new year as we commit to our planning as a team. Please give us feedback on which of these ideas resonates most with you.

• Radical creative push - the work on Legends and mini-games has made us think about other fun ways to play with tower defense core mechanics and all of the abilities, artifacts, and items we’ve created in the game. Many of these dovetail with social and team-focused play, so there’s more to play with friends and family.

• Mini-games: use Monkeys, props, abilities, and modifiers in different ways; still mainly tower defense play, but room to do a few that are just for fun
• Monkey Me & 3D social hub: visualize the large concurrent playerbase we have and make it more fun to get into Co-op and Team play

• Create your own 3D Monkey with customizable outfits, accessories, VFX, and pets
• 3D space from which to hang out, start co-op games from a list of lobbies, and play mini-games, plus private 3D Team spaces

• Safe chat and safe Discord integration for more ways to interact and have fun with others

• More Monkeys - we’ll lean into the places where players consistently spend heaps of time and have the most fun, namely Monkey Towers and Paragons

• This includes more game modes where players can reach and play with Paragons
• Archer Tower, just thinkin’
• He-Man Hero mid year to coincide with the major motion picture release
• Corvus Skin!

• Social Seasons - building out Sweepstakes-style Team-based milestone challenges where the whole Bloons player base pulls together to accomplish theme-based goals

• Streamlined Team joining and management, including controls for active players to manage in the place of lapsed leadership
• Perks system that allows you to earn several buffs that can be used for the duration of that season in non-competitive and non-prestige modes (Races, Competitive Boss Events, CT, CHIMPS)

• Earn many Perks during a Season, but you can only equip a few for each game, so lots of mixing and matching to help you be more successful in single player and social co-op

• Mod Maker/Mod System (aka Game Editor)

• We continue to expand the capabilities of the system, which now encompasses the majority of game components and allows players to substantially remake Monkeys, Knowledge, Artifacts, Relics, and more
• Major work has gone into the UI presentation of these elements to make them understandable and usable on all devices
• We have pushed this back all year, but we’re ready to bring more people into this and deliver a first version in 2026, free to all and with Accolade support via nexus.gg so your favorite modders can be rewarded for their awesome mods

• Switch and Console

• We are near submission of the Switch version, but as noted previously, this is now a 2026 launch, including updates to Xbox and PlayStation to current content drops

• Updates for Rogue and Frontier Legends

• Rogue: more map layouts, lengths, and path options, further balance, and new additions
• Frontier: known issues as noted above but also difficulty controls, Curses, and more

Thank you everyone for playing this game that we love to work on, and especially for being a thoughtful and supportive community who keep us focused on what’s most important to you in constructive and positive ways. We love what we’ve built together and we want to keep working on this for years to come. Happy Holidays to everyone and the very best wishes for a more awesomer 2026 from all of us at Ninja Kiwi!
查看 Steam 原文 →
Bloons TD 6 Sweepstakes Event! steam_community_announcements
We're giving away real merch prize packs to Bloons TD 6 players!

Complete a series of tasks each day to earn tickets to the Sweepstakes Competition for a chance of winning an awesome prize pack. The more tickets you can collect, the better your chances of winning!
查看 Steam 原文 →
Limited Edition - Dart Monkey Hoodie steam_community_announcements
Ready to get cozy? The brand-new Dart Monkey hoodie has officially launched with our friends at Makeship!
They are only available for a limited time, so get yours before you miss out!

https://ninja.kiwi/ffovs3
查看 Steam 原文 →
Bloons TD 6 51.0! steam_community_announcements
Update Video: https://www.youtube.com/watch?v=GO9QMlaVJRc

New Paragon

• Bomb Shooter’s Ballistic Obliteration Missile Bunker is INCOMING, codename B.O.M.B. for short!

• Anti-MOAB clustering stun bombs. MOABs? Gone.
• Pop that BAD in only 3 shots? You got it!
• Spammable Anti-Boss assassination missile? Consider it done.
• All the small stuff? *ahem* weee-have backup for that

• Ok, jokes aside we wanted to add something expensive but simple to understand into the primary category of Paragons, and the Bomb Shooter paragon feels like it accomplishes this with 1 attack, 1 active ability, and yes 1 passive ability.

• Slow firing but heavy hitting main attack fires homing missiles that explode with force that stuns & pushes back Bloons and bursts into a cluster of powerful explosions, each of which will always burst into further clusters. The art for this oversized Monkey madness is incredible, and we hope you find it as hilarious as we do.
• The Bomb Paragon’s ability fires an Indomitable Surface-to-Air Ballistic Missile (ISABM) which slowly travels through the air leaving a trail of explosions that would be pushing back any MOABs they pass over (If any MOABs were to somehow survive it passing over) until coming into contact with its designated target in one final powerful explosion. Also hey, leaking lives partially resets the cooldown, so go ahead and be a bit reckless!
• Blitz Tactical Storm. Yea it’s Bombest Blitzier, just a wee bit stronger of a Bomb Blitz, nothing crazy here… Although, I guess we can mention early that Bomb Blitz itself has been balance changed so that it can now hit the leaking target that triggers it and can potentially prevent any life loss, and that of course carries up to this paragon version as well - this is exhilarating, get excited!

New Awesome

• New Beginner Freeplay Challenge Map, Three Mines ‘Round!

• One of the most popular freeplay maps of all time from Bloons TD5 is being re-imagined in BTD6 style!
• This isn’t a revenge map, no if anything it’s a de-venge map. Ever wanted to get a Paragon in CHIMPS, but you just haven’t quite been able to save up the cash? Well spend enough spare time between Bloon pops mining for gold and you just might get the chance now, make sure to clear those obstacles out of the way!

• New Quests

• Skeletor Quest - Try out the new Skeletor Obyn Skin & Havoc Staff power
• Ice To Meet You - Discover Silas’ strengths and abilities

• New Achievements

• No new achievements, but Black Bordering every map in the game should award you an overwhelming sense of great accomplishment
• *Sense of accomplishment not guaranteed. Side effects may include carpal tunnel, loss of social life, and an unhealthy obsession with MOAB Glue

• New Trophy Store Items

• Monkeys: Ice Monkey Walrus pet (Honestly, you kinda need this)
• Bloons: Mohawk Bloons decal (because this was clearly missing from your must have options)
• Game & UI: Autumn Banner

• New Limited Time trophy items (Note: Not available until the seasonal event begins!)

• 2025 Halloween Avatar, 2025 Halloween Banner

Game Changes / Additions

• Sandbox ‘Clear Pops’ button now also clears Cash Generation
• Further changes to ‘ignore’ modded elements within save data instead of softlocking when returning to the base game after using certain mods

Skeletor Crossover

Have you had your daily dose of maniacal laughter? Do you long to insult your Monkeys when they let Bloons leak? Then this is the premium Hero Skin for you!

Continuing our Masters of the Universe crossover, we're excited to introduce a realm-conquering new Skeletor skin for Obyn, available through the Skeletor Prestige Pack where available. This pack also includes every usurper’s favorite Skeletor Power, the Havoc Staff! The Havoc Staff stuns all Bloons on screen for up to 10s while ghostly hands produce cash by dragging Bloons away into oblivion. The team had huge fun working on Skeletor and he is a blast to play, especially in co-op or in late rounds when the VO is triggering frequently.

Skeletor Prestige Pack

• Obyn Hero Unlock
• Skeletor Skin Unlock
• 30x Havoc Staff Powers
• Druid xx5 and Wizard xx4, xx5 Instas
• Exclusive Avatar
• Exclusive Banner

Havoc Staff Booster Pack

• 30x Havoc Staff Powers
• 4x Tier 4 Poplust Druid Instas

Bug Fixes & General Changes

• Resolved a number of localization issues
• Insta-Monkeys in-game should now appear following correct category order
• Fast Track no longer fails in Co-op if you have Ranked mode selected on the Boss Event
• Resolved an issue where quitting from Co-op did not immediately drop the player
• Using the last insta of any tower type no longer leaves behind an empty panel
• She-Ra Sword of Protection power’s audio should no longer be interruptible
• Hero unlock animations should no longer skip when obtained through IAP
• One time purchase IAPS should correctly be sorted to the back of the list
• Resolved a number of edge case crashes

Event changes

• Lych Soul should now correctly be modified by boss modifiers
• Rock Bloons should now correctly be modified by boss modifiers
• Paragon limit restriction is now per-player

Map Specific changes

• Ice Platforms should correctly appear in the water
• Resolved a number of edge cases with various track interactions
• Frozen Farms should no longer be able to produce Camo Bananas
• Statue should no longer block tower placement after purchase
• Resolved an issue with removables being treated as removed on restart

Legends changes

• Resolved a crash when mentoring a tower while exceeding the current party limit
• Resolved a possible infinite chain loop between some artifact generated projectiles
• Resolved an issue where Monkey Meadow always displayed as practice mode save
• Sale notification pip should correctly clear within Legends

Tower Specific Fixes

Ice Monkey

• Arctic Wind aura should no longer break against regular Bloons on crosspathing

Desperado

• Some desperadoes… they’ve taken the gloves off. And some? Well… they just put the gloves on. Either way… someone's gettin’ popped.

Monkey Buccaneer

• Resolved a crash with x4x attempting to hook DDTs in a specific case
• Buccaneer 012 no longer has more pierce than its 013 upgrade

Heli Pilot

• Chinook should no longer be able to stack towers

Dartling Gunner

• 5xx Ray of Doom now applies laser shock to the first target hit

Super Monkey

• 140 Tech Terror projectile radius is no longer decreased by crosspath 5 > 10
• 240 Tech Terror projectile radius is no longer decreased by crosspath 5 > 11
• 4xx Sun Temple instas no longer ignore placement logic (Dang I wanted to leave that in)
• 4xx Sun Temple magic Storm Blast fart attack no longer strips Glue from Boss/BAD

Ninja Monkey

• Paragon no longer changes art at Degree 59 instead of 60

Druid

• Resolved some animation issues with 130 Druid crosspath

Mermonkey

• Map Border rebounds now allow projectiles to re-hit targets on the return bounce (previously this only applied for obstacle rebounds)

Obyn Greenfoot

• Lv3 ability visuals should no longer be missing

Ezili

• Ezili's MOAB Hex target prio tiebreaker should now work correctly
• Sacrificial Totem should again correctly display life cost when used

Admiral Brickell

• ‘Ampihibious Towers’ are no longer counted as ‘Water-based’ towards Brickell

Geraldo

• Geraldo’s shop open/close button should update correctly when hero hotkey is used to open shop

Corvus

• Lv11 should no longer be a downgrade to Aggression

Silas

• Lv7 Frozen Cascade can no longer apply Frozen state to BAD Bloons

Platform Specific fixes

• Resolved corrupted textures on some low-resolution devices
• Account Webview updated to an in-game account management page

Balance Changes

Did anyone else watch that entire 'Exceptionally Brief' feedback video on tower balance multiple times while taking notes? Well, some response to that are included here, we couldn't get around to it all at once but see if you can spot any.

Tower Balance

Bomb Shooter

Minor quality of life no one’s particularly fussed about outside of the multitude of requests

• x4x MOAB Assassin ability no longer targets DDTs unless able to damage Black
• xx5 Bomb Blitz passive activation can damage triggering Bloon and potentially prevent life loss if this damage is enough to completely destroy the target

Tack Shooter

As it is primarily a small Bloon cleanup tower path, Super Maelstrom has struggled to keep up in the lategame, mostly because Super Ceramics don’t care how fast you’re spinning if you can’t break them so we’ve added a Ceramic bonus to the attack and ability.

• x5x Super Maelstrom main bonus damage to Ceramics +5
• x5x Super Maelstrom ability bonus damage to Ceramics +8

Ice Monkey

Super Brittle’s never stood out on its own which was fine for a tower whose job was making other things better, but recently after the addition of Silas we've started to feel its value is really too niche even for a support piece, so we’re cranking the numbers so it can actually break a few things itself. Absolute Zero on the other hand has enjoyed being busted lately, and thanks to a crosspathing bug fix also included this update will be getting even better, since it’s currently freezing everything imaginable we’re counter-balancing that with a nerf of increased damage and higher cost.

• 5xx Super Brittle attack cooldown reduced 1.8s > 1.2s
• 5xx Super Brittle damage increased 1 > 5
• 5xx Super Brittle bonus Ceramic damage +5
• 5xx Super Brittle Ice Shard damage increased 5 > 10
• x5x Absolute Zero price increased from $16,000 > $19,000
• x5x Absolute Zero global freeze no longer freezes Camo/Lead/White without buffs
• x5x Absolute Zero global attack bonus damage to Ceramic +3
• x5x Absolute Zero global attack deals damage +1
• x5x Absolute Zero ability bonus damage to Frozen +4

Glue Gunner

MOAB Glue’s always been a bit too clingy & its slow duration against MOABs has been further reduced while lasting longer at higher tiers to keep the base tower in check and give Glue Splatter & higher tiers more purpose in life. Meanwhile, Corrosive Glue now gains bonus MOAB damage so it can now try to serve as an alternate DPS hybrid. Super Glue’s baseline DoT is being replaced with a simple initial hit damage so it also requires the new 205 Crosspath to act as a DPS Hybrid

• xx3 MOAB Glue AoE slow duration for MOAB-Class 12s > 9s
• 203 MOAB Glue increased DoT damage to MOABs +4
• xx4 Relentless Glue AoE slow duration for MOAB-Class remains 12s
• 204 Relentless Glue increased DoT damage to MOABs +9
• xx5 Super Glue AoE slow duration for MOAB-Class increased 12s > 18s
• 205 Super Glue increased DoT damage to MOABs +19
• 005 Super Glue no longer gains base Corrosive Glue (Still deals a +30 tic to moabs)
• xx5 Super Glue deals a capped 1 damage to all targets on initial impact

Desperado

Some quality-of-life and consistency updates for base Desperado and its top path, we enjoyed the balancing act of trying to makeBlazing Sun's burn lead popping consistent but this didn't come through well so it is gaining base Lead popping. Avenger’s price is going down as it did too little damage for that price range. Meanwhile, The Desert Phantom gains extra initial damage to MOABs as well as Ceramic damage bonuses to the Burn mechanics so it can show up more prepared for Super Ceramics.

• Desperado now automatically reloads burst shots at end of a round
• 5xx The Blazing Sun damage type Sharp > Normal
• xx4 Avenger price reduced from $9500 > 8500
• xx5 The Desert Phantom buckshot MOAB bonus 10 > 20
• xx5 The Desert Phantom burn DoT deals bonus to Ceramic +10
• xx5 The Desert Phantom burn DoT AoE explosion bonus to Ceramic increased 5 > 15

Monkey Sub

Energizer’s cooldown reduction for nearby water towers has always felt excessive, so we’re dialing it back to 40%, still strong just not quite double uptime strong. Pre-Emptive Strike’s ability is getting a serious boost, both in raw damage and AoE, so hopefully the upgrade can finally feel like a significant step up. Finally Armour Piercing Darts, the upgrade that has had fans yelling ‘it doesn’t actually pierce armor!’ for years – it still won’t hit Leads (Not sorry). Now it grants bonus damage against Fortified targets.

• 5xx Energizer buff to water towers in radius reduced 50% > 40%
• x5x Pre-Emptive Strike ability damage 10k > 20k
• x5x Pre-Emptive Strike ability AoE damage 350 > 1000
• xx4 Armour Piercing Darts bonus dmg to fortified +1

Monkey Buccaneer

Navarch’s sellback bonus is updating to match the new max stack value of Flavoured Trades so you don’t feel shortchanged on that bonus after upgrading. Cannon Boss Damage is also getting a bump as Navarch hasn’t been a popular pick for Bosses.

• Paragon sellback bonus 10% > 12%
• Paragon Cannon Batteries bonus Boss damage 60 > 80

Monkey Ace

Spectre is trying a new approach: darts are trading in pierce for higher single-target damage, while bombs lean more into AoE Ceramic cleanup to improve overall efficiency. These changes are mirrored on the Flying Fortress to keep the behavior consistent.

• xx4 Spectre Frontal Darts pierce reduced 10 > 4
• xx4 Spectre Frontal Darts damage increased 4 > 8
• xx4 Spectre Frontal Darts bonus to Ceramic removed 1 > 0
• xx4 Spectre Frontal Bombs bonus to Ceramic increased 3 > 5
• xx5 Flying Fortress Frontal Darts pierce reduced 10 > 4
• xx5 Flying Fortress Frontal Darts damage increased 4 > 8
• xx5 Flying Fortress Frontal Darts bonus to Ceramic removed 2 > 0
• xx5 Flying Fortress Frontal Darts bonus to MOABs increased 10 > 14
• xx5 Flying Fortress radial darts type Sharp > Normal

Heli Pilot

MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement.

• xx3 MOAB Shove explosion damage increased from 1 > 2
• xx3 MOAB Shove ZOMG Shove 0.33 > 0.61
• xx4 Comanche Defense MOAB Shove -0.40
• xx4 Comanche Defense ZOMG Shove 0.22 > 0.2

Mortar Monkey

No big shakeup for Mortar right now, but upon review of crosspaths we felt some low-end pricing wasn’t well balanced. These adjustments should improve early-game options without touching the core power of the tower.

• 1xx Bigger Blast price reduced $500 > 300
• 4xx The Big One price reduced $7200 > 7000
• x1x Faster Reload price increased $300 > 400
• xx2 Burny Stuff price reduced $500 > 400
• xx3 Signal Flare price increased $1000 > 1100

Dartling Gunner

Ray of Doom was a hard carry through most rounds, but just never felt satisfying against round 100 for the price, so we’re giving the first target hit bonus a significant damage spike.

• 5xx Ray of Doom first target hit damage 80 > 140

Wizard Monkey

The Wizard Paragon has been truly popping off with Master Builder's help, it is getting a slight price increase to match its power, but actually also Phoenix Rebirth is also getting a buff to its damage as we didn't feel it was getting enough of the spotlight compared to the rest of the tower’s kit. Max Mana has been reduced by 1 to remove a frustrating ‘perfect timing’ window in Metamorphosis activation.

• Paragon price $750,000 > $800,000
• Max Mana reduced from 100000 > 99999
• Phoenix Rebirth damage over time 2500 > 3500
• Phoenix Rebirth zombie ZOMG damage 4000 > 8000
• Phoenix Rebirth zombie BFB damage 700 > 1400

Super Monkey

We wanted to try shifting more of Legend of the Night’s raw power from pierce into damage, giving it stronger single-target potential.

• xx5 Legend of the Night pierce reduced 23 > 16
• xx5 Legend of the Night damage to MOAB-Class Bloons increased 13 > 25
• 4xx Sun Temple Primary Glaive projectile is visually larger

Sun Temple - Military

We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement

• Military Missile projectile is visually larger at all tiers
• Missile explosion MOAB bonus damage increased at all tiers 75 > 1999
• Missile now has a minimum range at all tiers of 75
• Missile explosion pierce reduced at all tiers 50 > 40
• T1 Military Missile attack cooldown increased 3s > 6s
• T2 Military Missile attack cooldown increased 1.5s > 3s
• T3 Military Missile attack cooldown remains 1s
• Golden Spectre Dart pierce reduced 50 > 6
• Golden Spectre Dart damage increased 10 > 25
• Golden Spectre Bomb pierce increased 10 > 30
• Golden Spectre Bomb bonus damage to Ceramic +20

Sun Temple - Magic

The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples.

• Arcane Blast projectile speed reduced at all tiers 400 > 300
• T2 Magic Arcane Blast damage increased 60 > 100
• T3 Magic Arcane Blast damage increased 70 > 150
• T2 Magic Storm Blast fart attack can hit up to MOAB > BFBs
• Magic Storm Blast fart attack BFB pierce penalty +4
• Magic Mini Sun Avatars damage reduced 4 > 2

Ninja Monkey

A few attacks had been missed on the Ninja’s last distraction change and have now had their distraction distance properly standardized. The Ninja Paragon is also seeing a set of light adjustments, most notably the much requested rebalance to Sticky Bomb now with a slower attack rate to scale properly against Bosses at high degrees, while the main attack now also hits much harder against any Stickied targets.

• Distraction distances standardized from 10-300 > 100-150
• Paragon main Shuriken bonus damage to Stickied targets 15 > 64
• Paragon Flash Bomb pierce reduced from 50 > 40
• Paragon Flash Bomb shuriken pierce reduced from 20 > 10
• Paragon Sticky Bomb attack cooldown 6.5s > 8s
• Paragon Sticky Bomb damage 16,000 > 50,000
• Paragon Sticky bonus to Boss 32,000 > 25,000
• Paragon Sticky bonus damage to Camo 3200 > 18,750
• Paragon Sticky AoE explosion damage 4200 > 5000
• Paragon Sticky AoE explosion bonus to Boss 2100 > 5000
• Paragon Sticky AoE explosion bonus to Camo 2100 > 2500

Alchemist

Total Transformation can now transform Desperado, simple enough, & don’t worry transformed Desperado still gets all their usual damage bonuses against Marked Bloons, so we’re interested to see what people can do with that.

• x5x Total Transformation can now transform Desperado

Mermonkey

Mermonkey weren’t feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. Middle Path Mermonkey just isn’t putting in the work we hoped, so we’re giving a couple price adjustments, a pierce increase across all tiers, and some light ability improvements to make it feel more rewarding.

• Mermonkey's water placement buff increased 25% > 35%
• x3x Riptide Champion price reduced $2300 > 1900
• x3x Riptide Champion pierce increased 18 > 25
• 240 Arctic Knight Ice Jet distance scales with projectile speed (2000 > 3000)
• x5x Popseidon price reduced $52,000 > 48,000
• x5x Popseidon ability fullscreen freeze duration 6 > 8
• x5x Popseidon ability fullscreen bonus damage to Frozen +70

Spike Factory

Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful.

• Spike Paragon price reduced from $800,000 > $750,000
• Main projectile pierce 100 > 50
• Main projectile damage 70 > 140
• Main mini spike damage 20 > 40
• Main mini spike bonus to MOAB 80 > 160
• Main explosion damage 80 > 240
• Main explosion bonus to Fortified 20 > 240
• Perma-Carpet of Spikes: Bonus Boss Damage 800 > 1500
• Ability 2 Controlled Burst duration/cooldown 10s > 15s

xx5 Permaspike

Smiles brightly, but eyes flick left twice, right once, left again. “Everything is totally unchanged,” the words come evenly. “It’s the same, like always. Nothing to worry about.” Hands tremble slightly while skimming over the changelog for the 3rd… 7th… 25th time. “It’s all completely unchanged.” A wink lingers too long, then another flickers quickly; a bead of sweat traces down a temple. “Nothing has changed. Permaspike is absolutely SAFE here, nothing to ALERT anyone about.” A soft laugh that then cracks, a glance toward the door, fingers tap in three short, three long, three short patterns on the desk before stopping. “The same. Perfectly normal. Like always.”

Pause. Eyes dart to the corner of the room, then back to the camera. “And if anything had changed” — a chuckle, shifting in the chair, a heel tapping nervously — "I’d be the first to say something. But I haven’t. So clearly… it’s all under control.” A wrist rubbed absently, faint red marks left behind; eyes no longer meet the camera.

“You know how I am,” added, with a smile too wide, too static. “Always thorough. Everything documented, every line, over and over. Absolutely nothing out of place.” Another shift, blinking too often now. “Even if there was, it wouldn’t matter. What could really go wrong?” Leaning in closer, voice lowering slightly. “Besides, the system… is working. Always working just like it should!” Fingers grip the edge of the table tightly for a beat, then let go, knuckles pale.

Long blink. A slow, deliberate smile.

“Just like we rehearsed.”

Monkey Village

Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade.

• 4xx Primary Mentoring range increased 48 > 55
• 5xx Primary Expertise unchanged

Engineer

Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line

• Main nailgun attack rate 1s > 1.5
• Paragon range 70 > 60

Beast Handler

Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do.

• 1xx Piranha damage type Sharp > Shatter

Hero Balance

Striker Jones

Jones has been a little too effective among the starter heroes, so we’re evening out his attack speed scaling to keep him strong without letting him scale quite as much into obscenity.

• Lv9 Striker Jones attack cooldown increased 0.9 > 1.0s
• Lv11 Striker Jones attack cooldown increased 0.65 > 0.8s
• Lv13 Striker Jones attack cooldown increased 0.5 > 0.6s
• Lv16 Striker Jones attack cooldown increased 0.35 > 0.45s
• Lv19 Striker Jones attack cooldown increased 0.2 > 0.3s

Obyn Greenfoot

Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes.

• Lv5 bonus cash generation for druids 35% > 50%

Sauda

Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end.

• Lv20 Leaping Sword damage 400 > 350
• Lv20 Sword Charge damage 220 > 200

Geraldo

Geraldo’s Rabbit felt pricey given the requirement of 4, so we’re reducing the cost to make it more reasonable.

• Lv10 rabbit cost $2000 > 1750

Rosalia

Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases.

• Lv3 Scatter Missile target radius reduced from 40 > 35
• Lv3 Scatter Missile explosion pierce reduced from 50 > 40

Silas

Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming.

• Lv1 Main attack projectile wait time reduced 1s > 0.5s
• Lv7 Frozen Cascade bonus to Frozen reduced 20 > 15
• Lv10 Frozen Burial bonus to Frozen reduced 80 > 60
• Lv15 Frozen Cascade bonus to Frozen reduced 50 > 30
• Lv15 Frozen Burial bonus to Frozen reduced 300 > 200
• Lv18 Rime Explosion damage reduced 20 > 15
• Lv19 Ice Fragment bonus to Frozen reduced 10 > 8
• Lv20 Ice Wall cooldown increased 5s > 7s
• Lv20 Freeze Duration Buff reduced 200% > 150%

Powers

We have started experimenting with using Pro Powers within legends and scaling powers within Legends more in general, and after this testing we wanted to make a couple improvements to the new Pro Powers & Battle Cat to make them more impactful.

• Super Monkey Beacon Pro base Beacon Storm cooldown 180s >120s
• Battle Cat: transformed Battle Cat round duration 3 > 4
• Farmer Pro: 2xx Banana Peel pierce 5 > 20

Boss Balance

Phayze

Phayze has been very strong while also too random in its Bloon-pulling antics, so we’ve tightened the pull offsets and dialed back other stats.

• Base speed 0.9 > 0.8
• Bloon pull mechanic Min offset 5 > 1
• Bloon pull mechanic Max offset 40 > 10
• T1 Normal health 10,000 > 9500
• T2 Normal health 37,500 > 35,000
• T3 Normal health 175,000 > 160,000
• T4 Normal health 375,000 > 350,000
• T5 Normal health 1,500,000 > 1,450,000
• T1 Elite health 20,000 > 19,000
• T2 Elite health 120,000 > 110,000
• T3 Elite health 800,000 > 770,000
• T4 Elite health 3,200,000 > 3,100,000
• T5 Elite health 16,000,000 > 15,500,000

Blastapopoulos

I’ve finally memorized how to spell it: 'Blastapopoulos'. & I've been here since the concept was first added back in Bloons Monkey City 😅. Also the boss is kinda hard

• Normal Fireball Tower stun: Tiers 1-3: 2s > 1.5s
• Normal Fireball Tower stun: Tiers 4-5: 3s > 2s
• Elite Fireball Tower stun: Tier 3: 3s > 2s

Rogue Legend

General

• Super Monkey Beacon can now appear as a Boost in Rogue Legend, however will not be able to pay monkey money to recharge its ability.
• Blitzing Ape Barrage Emitter; grants (na,1,2) Super Monkey Beacon powers
• Unspoken Heroes has been replaced with Unspoken Heroes (v2)
• Gluesplosion improved; glue lifespan 1s > 6s, and glue radius 12 > 24
• Choice Starved; reward selections reduced by 2 > 1
• Small Party; party size reduction reduced 5 > 4

Bloon Balance

• Reduced the number of Camo Bloons that appear in early rounds (r1-15) smoothening the curve before Camo Detection needs to be completely solved
• Bloon HP scale per stage after 5 increased 0.5 > 0.6
• Phayze base health reduced 15,000 > 13,500
• Dreadbloon speed reduced 0.4 > 0.36
• Blastapopolous speed reduced 0.4 > 0.34
• Blastapopolous health increased 15,000 > 17,000
• Least Cash Bronze goal 0.85 > 0.8
• Least Cash Silver goal 0.7 > 0.6
• Least Cash Gold goal 0.5 > 0.4

Starting Team Artifacts

As T1 artifacts can easily be filled in with selected starting artifacts we felt a lot of starter teams didn’t stand out from the rest in too meaningful a way (other than starting towers), so to improve on this we’ve gone over a lot of the worse performing starter teams and upgraded their starter artifacts to higher tiers.

• Cyber Quincy; Cold Steel tier 1 > 3
• Gwendolin; Flaming Hot Punch-A-Rang tier 1 > 3
• Scientist Gwen; Alchemic Engineering tier 1 > 2
• Obyn Greenfoot; BB Gatling Gun tier 1 > 2
• Benjamin; Slipped on the Peel tier 1 > 3
• Ben Jammin; Starting Strong tier 1 > 3
• Sushi Bento; Mighty Mulligan tier 2 > 3
• Pat Fusty; Heightened Perception tier 1 > 3
• Fusty The Snowman; Frosted Tips tier 2 > 3
• Etienne; Splody Darts tier 1 > 2
• Book Wyrm Etienne; Absolute ability tier 2 > 3
• Sauda; Sticky Situation tier 1 > 3
• Viking Sauda; Ceramic Chunker tier 1 > 3
• Jiangshi Sauda; Home Brew Alchemy tier 1 > 2
• Voidora; Enchanted Rebuttal tier 1 > 3
• Psi; Ability Stacking tier 1 > 3
• Geraldo; Extra Change > Bargaining Chip 3
• Gentleman Geraldo; Trick Shot A-tacks > Innate Ability 3
• Corvus; Confuddling Spelling tier 1 > Tit for Tat tier 3
• Silas; Esoteric Elementalist tier 1 > 2

Starting Team Monkeys

In addition to artifact changes, we have upgraded the towers for a number of starting teams that were struggling too much early on

• Quincy Boomer Monkey xx2 > Sniper Monkey xx2
• Obyn Greenfoot Druid xxx > x2x
• Sushi Bento Dart Monkey xxx > x2x
• Sushi Ben Banana Farm xxx3 > Monkey Sub xx2
• Rosalia Desperado 2xx > xx2
• Etienne Desperado xx2 > 2xx
• Boot Wyrm Etienne Wizard xx1 > x2x
• Adora Alchemist xxx > 2xx
• Psimbals Dart Monkey xx2 > x3x
• Gentleman Geraldo Sniper Monkey x2x > Tack Shooter x3x
• Gentleman Geraldo Glue Gunner x1x > Wizard Monkey x2x
• Corvus Bomb Shooter 2xx > Sniper Monkey 2xx

Looking Forward

Congratulations on being here for the drop of the 50th major content update for BTD6, and heartfelt thanks from everyone at Ninja Kiwi for supporting us with your playtime, suggestions, reviews, competitive spirit, purchases, community participation, Bloonstuber video watching, and for overall being the most supportive, creative, understanding, and most awesomest community imaginable. We are humbled by your appreciation and support, and we continue to love doing what we do because we have a genuine sense of partnership with our creators and players. Go eat some cake or a healthy banana equivalent!

• Sweepstakes

• Get ready for round 2. Based on the participation and positive feedback from the first Sweepstakes, look for the next one to drop in early November. A whole new set of challenges, with increased top tier difficulty by popular demand, and a groovy collector's item for a hundred lucky winners! What kind of groovy, you ask? The ones that play music - a colorful, limited edition, collector's vinyl record with 13 of Tim Haywood’s amazing melodies! The prize pack also includes awesome merch like a BTD6 hoodie, beanie, and more!

• Update 52

• Frontier Legends continues to be an amazing project that the team is super proud of. Core mechanics are in place, 6 new Bloon types working, custom-named Monkey with special traits, an entirely new system for Monkey and Hero persistent progress, and bespoke encounters are already incredible to play. So clearly, it’s almost time to show some sneak peeks. Keep an eye on BTD6 Discord, Reddit, and our NK social media in the next few weeks as we share our first visuals and gameplay!
• Ice Monkey Paragon confirmed! Don’t worry, we didn’t use up all of our ice-based puns on Silas.

• Console

• We are super appreciative of our dedicated console players, who have been so understanding of this complex development process. While we have made some huge strides and progress, we do have some sad news to share. The launch of Switch and updates for PlayStation and Xbox are now scheduled for Q1 2026 at the earliest. We apologize for this further delay and continue to appreciate your patience as we work hard to get this out!
• We have noted the adding team members to console, so reiterating that our studio tech lead and two other dedicated programmers are exclusively working on console. This is a priority for us.
• We have been making good progress on Switch couch co-op and a huge number of game screens are now working with controller (Odyssey, Quests, Challenge Editor, Trophy Store, Boss Events), but we have yet to complete big systems like Rogue Legends and Contested Territory. The integration of all these systems on Switch then enables controller support for these updates on PlayStation and Xbox, and those cannot be decoupled.
• Thank you again for your support and patience. We will provide another update in our final 'Looking Forward' section of the year.

• BTD6 Mod System

• We’ve received heaps of support for taking the time we need but also questions, concerns, and a little grief about the long delay on Game Editor. We have enough working now that we’re happy to update the name to the BTD6 Mod System, confirm it for the first half of 2026, and give a bit more detail about what it is.
• Tower Modder: change costs, stats, projectiles, abilities, and associated scripts for Monkeys, Heroes, and Paragons
• Bloon Modder: change stats, resistance properties, abilities, tier properties, and associate scripts for Bloons, MOABs, and Bosses
• Roundset Editor: edit or create roundsets with existing or modded Bloons, with a handy timeline visualizer
• Knowledge Mods: change stats and properties of all Monkey Knowledges
• All this and more, ready to build into Challenges or apply to the main game, with safe partitions away from competitive play, Achievements, and medals, and Black Borders, plus a clear way to switch back and forth from modded and unmodded data
• Words are one thing, but you want to see this, so we’ll be working on walkthrough videos and hopefully some Bloonstuber previews in November

Thanks again for your support through 50 awesome major content updates! Did you have your cake yet?!
查看 Steam 原文 →
Bloons TD 6 50.0 Live Now! steam_community_announcements
Update: Bloons TD 6 v50.0 - Update Notes!

Available now!

Update Video: https://www.youtube.com/watch?v=J0zbMwVaNu0

New Hero, Silas the Ice Shaper

• Ever wonder what happens when you teach an Ice Monkey magic? Well, if you needed an excuse to use a lot more Ice Monkeys, Silas’ all-in-one frost enhancing package is just for you! Silas is a supportive crowd control hero with a heavy focus on supporting, and being supported by, other Ice Monkeys & slowing the progress of Bloons
• At his base level, he both freezes nearby water & slows all Bloons in his large radius. His basic attack will slow Bloons by 50%, then freeze these slowed Bloons, and trigger an icy explosion when hitting any already Frozen targets 
• As Silas levels up he buffs Ice Monkeys to create orbiting Ice Fragments when they attack, creates Ice Walls on the track that freeze any Bloons to come into contact with them, reduces the cold resistance of White Bloons, gains increased experience with more Ice Monkeys placed, allows for an extra Tier 5 Ice Monkey to be placed and more!
• Silas has 3 abilities

• Lv3 Frostbite: For a short time upon activation attacks will detonate any freezes on the target, dealing increased damage the more freeze time was remaining
• Lv7 Frozen Cascade: Creates a chain reaction of small icy explosions centered around the hero and up to 10 of the closest Ice Monkeys, freezing and dealing extra damage to any already Frozen targets
• Lv10 Frozen Burial: Freezes all Bloons and deals extra damage to any already Frozen targets. Then fills the tracks with slowing Ice Walls

• That’s all we have to share for now, we wish you many fun icecapades and a brrr-illiant time strategizing with the new ICESHAPER

New Powers & Powers Pro

• Powers Pro System: 

• At long last they are here! One of our favorite elements from Bloons TD 5 finally had enough design and discussion to evolve to the right extent to merit inclusion in BTD6.
• Pro Powers are a little more expensive than their basic counterparts, however, after being placed they can be further upgraded by picking one of three mini-paths for in-game cash. Pro Powers are completely separate entities from the standard versions and do not replace them - you can still collect and use your regular Powers.
• As the new paths are a significant amount of work, we are not adding all Pro versions at the same time and are instead starting with two of the most used Powers.

• Super Monkey Beacon: This Beacon comes with a full-game duration Super Monkey Storm ability, and can be used as many times as you desire for free on cooldown.

• Top path stores multiple ability charges, secondary and tertiary triggers, and ability charges can be immediately restored for Monkey Money
• On Middle path the ability deals less damage but has a much faster cooldown, gains a permanent Super Monkey turret, and grants a free Super Monkey after several rounds
• Bottom path deals much more damage, stuns surviving MOABs, soaks through MOAB layers, and damage increases after every ability activation, so the more you use it in a game, the stronger it gets

• Banana Farmer Pro: Baseline Farmer Pro has increased radius & collection speed

• Top path gains full map range and much faster collection speed, while leaving banana peels on the track that trip up passing Bloons
• Middle path can collect increased cash by spotting Camo Bananas, and targeting Farms to produce Regrow Bananas
• Bottom path has stacking benefits from multiple Farmers, which increase the sell value of Banana Farms in radius, increase Bank income & automatically collect from Banks, & along with the Bank Deposits knowledge will automatically deposit a small amount of money into empty Banks

• That’s not all: You now have access to a ‘new’ Power. From out of the frozen depths, the beloved Monkeysicle, with enough dedication, emerges!

New Awesome

• New Intermediate Map, Lost Crevasse

• Just one of many secret areas discovered by Silas on his nomadic journeys. The Bloons move slower in this frozen underground fissure, but don’t think that makes it easy!

• New Quests

• First Time Tutorial - Tutorial rebuilt as an improved & replayable quest
• Bloon Hackers - The Bloons are hacking! Help Benjamin stop them
• Regular Income - Earn $10 every second, but not from Bloon pops

• New Achievements

• First Steps: Complete the First Time Tutorial quest
• ???: ???

• New Trophy Store Items

• Monkeys: Wizard Sheepie pet
• Bloons: Ancient ZOMG skin
• Game & UI: Super Duper Monkey avatar, Dream Sheep banner

• Competition Winning items

• Nothing this update! But, if you missed it the 7th Anniversary Map Competition Winners can be found here https://www.reddit.com/r/btd6/comments/1m2rjc3/

Game Changes / Additions

• Improved flashier UI for all Rewards & Purchases received 
• Tutorial remade using the Quests system & talking heads, even Tu Torialer!
• Mailbox System, taking in all events we spam in front of your face when you reach the Main Menu (event rewards, support gifts, update notes, community messages)
• To assist in confusion for co-op leaderboards the bottom of Leaderboards will now display the text ‘End of Leaderboard’ if there are more than 0 but less than 100 scores, or ‘Top 100 Players Listed’ if there are more than 100 submitted scores.
• Added Gamecenter Achievements for iOS and Arcade builds

General Changes

• A number of localization fixes
• Resolved an issue where sound could be forcibly un-muted by unlocking Desperado
• Resolved an issue with the Snap of your Fingers achievement not correctly awarding
• Resolved an issue where some players saw a lower number tally for total hero skins
• Passive abilities can no longer be activated via the selected tower ability hotkey
• Resolved a crash when repeatedly backing in and out of the events menu
• Efforts made to prevent softlocking on load when save files are corrupted
• Some Co-op optimizations for multi-part network messages
• Resolved a ghost notification pip on Play Social

Event changes

• Relics can now be viewed from the in-game pause menu
• Resolved a niche case where Boss Shadow would not display on main menu

Map Specific changes

• Now works correctly when set to ‘Free’ removal rate in Challenge Editor
• Range buff locations should no longer cause 014 Bloontrap to ignore player Bloontrap target location
• Phayze will no longer teleport backwards every 10th kill in Boss Rush

Legends changes

• Super Ceramics will now start appearing from round 31 rather than 81
• Should no longer start to display negative Bloon modifier values in late freeplay
• Legendary Tiles spawning next to Minigames should no longer override reward
• Resolved issue issue with ‘Gold Tier Achieved’ displaying multiple times

Tower Specific Fixes

Bomb Shooter

• Corrected Bomb Shooter fireworks projectile swap for 'non recursive' clusters (Glorious)

Ice Monkey

• xx4 Icicles performance optimization pass made for the Icicles mutator

Desperado

• x3x Deadeye should no longer fail to hit targets next to a wall
• x3x Deadeye should no longer be able to ignore Boss immunity windows
• xx2 Nomad passive ability cooldown rate can now be influenced

Monkey Sub

• 5xx Energizer should not improve Ice Monkey cooldown by 50% unless placed in water

Wizard Monkey

• 031 Dragon’s Breath no longer has bonus pierce over 041 Summon Phoenix

Alchemist

• Brews should no longer be able to land on towers they were not targeted towards

Mermonkey

• 5xx Lord of the Abyss when chinooked should correctly remove inky water

Engineer

• 420 Engineer Sentry MOAB damage bonus crosspath should now work correctly
• Engineer Paragon can no longer be targeted with another Engineer’s Overclock

Beast Handler

• 3xx Great White’s thrash cooldown is now calculated correctly

Hero Specific Fixes

Obyn Greenfoot

• Resolved an issue with Obyn’sNature's Ward Totem spawn animation not displaying

Etienne

• Should no longer visually range buff himself during Chinook redeployment
• Should no longer create multiple UCAVs when rate buffed excessively

Geraldo

• Round based buff items should expire correctly in Sandbox mode

Rosalia

• Lv10 Kinetic Charge visual should correctly display on Bosses

Balance Changes

We had less time for balance this update, but as we know many fans look forward to the balance changes we’ve still taken time to include a number of touch-ups we hope you can enjoy!

Dart Monkey

Crossbow’s pierce is being increased to more effectively match the number of Child Bloons that spawn when targets are popped open, the pierce crosspath is being improved even further as this change does effectively nerf the crosspath. 

• xx3 Crossbow pierce increased 3 > 4
• 203 Crossbow pierce increased 9 > 12
• xx5 Crossbow Master unchanged

Tack Shooter

To match the base tacks fired by Tack Shooters the Tack Paragon’s tack nova count is increasing, which along with lower projectile lifespan should tighten up the effective single target damage close to the tower. Eruption ability’s lifespan bonus is also being increased to keep the tower’s long-range buff very similar to how it was before even with the lower starting lifespan.

• 555 Tack Shooter blade tack nova projectile count increased 6 > 8
• 555 Tack Shooter blade projectiles lifespan reduced 42 > 35
• 555 Tack Shooter tack nova projectiles lifespan reduced 24 > 18
• 555 Tack Shooter Eruption ability lifespan bonus increased 200% > 250%

Ice Monkey

Well it seems we made Absolute Zero kinda good finally… With the powerful synergies that have now come out here, along with Silas arriving this update bringing even more Ice Monkey synergies, we are reducing some of the constancy here.

• x5x Absolute Zero main attack global freeze duration reduced 0.75s > 0.6s
• x5x Absolute Zero cooldown 20s > 25s

Desperado

You knew it was coming, so settle in pardner. Many touchups are being made for our newest tower, so we will break this down path by path.

Top Path: Standoff’s bonus with fewer targets in radius will now improve at T3, carrying all the way up to T5. Twin Sixes damage is increasing along with the cost reducing to make it start easier and stay effective longer. The Blazing Sun’s DoT area of effect is being improved in radius, pierce & damage to cover more targets easier and deal more damage to them.

• 1xx Quickdraw price reduced $250 > 200
• 3xx Big Iron maximum Standoff bonus increased 60% > 120%
• 3xx Big Iron maximum Standoff loss per bloon increased 0.15 > 0.3
• 4xx Twin Sixes damage increased 5 > 6
• 4xx Twin Sixes price reduced $5800 > 4800
• 5xx The Blazing Sun fire aoe pierce increased 5 > 8
• 5xx The Blazing Sun fire aoe radius increased 6 > 12
• 5xx The Blazing Sun fire aoe damage over time increased 50 > 75

Middle Path: Crosspath price is lowering for early value, while the rest of the higher tiers in this path see a number of stat improvements to balance out their unique use cases. The T5’s Bounty Mark application is improving with faster passive Marks and the pistol now also applying a Mark to the first Bloon hit by each attack.

• x2x Bullseye price reduced $500 > 350
• x3x Deadeye rifle pierce increased 3 > 4
• x4x Bounty Hunter price reduced $8000 > $6500
• x4x Bounty Hunter pistol damage increased 12 > 16
• x5x Golden Justice Rifle damage increased 210 > 280
• x5x Golden Justice Rifle Fort bonus increased 210 > 280
• x5x Golden Justice Passive Bloon Mark rate reduced 9s > 3s
• x5x Golden Justice Pistol applies Bounty Mark to main target hit
• x5x Golden Justice Pistol area pierce increased 5 > 8

Bottom Path: After some help & advice from their ride-or-die partner, Enforcer is moving down some attack speed from the Shotgun attack into T1 & T2 crosspath bonuses to improve the crosspath value while keeping T3 roughly similar. At higher tiers Pistol damage has increased for better long-range Single Target performance.

• xx1 Wanderer max rate bonus increased 30% > 45%
• xx1 Wanderer bonus loss per tower increased 10% > 15%
• xx2 Nomad max rate buff increased 25% > 50%
• xx2 Nomad rate buff per bloon increased 1% > 2%
• xx3 Enforcer shotgun attack cooldown increased 1.56 > 1.97
• xx4 Avenger pistol damage increased 12 > 18
• xx5 Desert phantom pistol damage increased 20 > 50
• xx5 Desert phantom pistol Ceramic Bonus increased 20 > 50

Sniper Monkey

Cripple MOAB’s shrapnel piercing has been improved to assist in support purposes. Elite Sniper has fallen in use so price is being reduced, and a small price shift has been made for bottom path to bring Semi-Auto Rifle online sooner.

• 520 Cripple MOAB shrapnel pierce increased 3 > 6
• 520 Cripple MOAB shrapnel lifespan distance increased 32 > 80
• 520 Cripple MOAB shrapnel projectile speed increased 160 > 320
• x5x Elite Sniper price reduced $14,000 > $12,000
• xx3 Semi-Auto Rifle price reduced $2900 > $2700
• xx5 Elite Defender price increased $14700 > $14900

Monkey Buccaneer

Favoured Trades sellback bonus has been moved back to a stacking bonus, requiring more setup investment in the area to receive the higher value.

• xx4 Favoured Trades sellback bonus reduced 0.1 > 0.04
• xx4 Favoured Trades sellback benefit max stacks increased 1 > 3

Monkey Ace

As Spy Plane crosspath doesn’t see much love we’ve gone all-in on the Camo crosspath making it a double damage bonus, which is especially good news for Ground Zero vs. Fortified DDTs. Since Spectre works best at the edge of the map far from the entrance the radial attack can expire too early, so projectile distance has been increased.

Spectre likes to be placed close to the edges of the map

• x2x Spy Plane bonus damage to Camo increased +1 > x2
• xx4 Spectre radial projectile distance increased 600 > 900

Heli Pilot

For quality of life the ‘Drag to Redeploy' textbox now disappears earlier during tower redeployment. Door Gunner is now allowed to be used between rounds to reduce that start of round stress.

• x4x Support Chinook 'Drag to redeploy' textbox now hides once a tower is selected to be moved instead of after the tower is finished being moved by the Chinook
• x5x Door Gunner MK Ability can be used between rounds

Mortar Monkey

Mortar Monkey’s base price has been reduced to make it a possible starting tower, if you really want to try that. While it’s still not intended to be a great starter we hope that having the extra option will be fun. Most of the reduced price from this change has been moved into Signal Flare, though left out of the other T3 crosspaths since we feel they are fine receiving the small buff.

• 000 Mortar Monkey price reduced 750 > 600
• xx3 Signal Flare price increased 900 > 1000

Dartling Gunner

While Buckshot is powerful, the high effort requirement pushes favour to the middle crosspath to make up attack speed, so the harder to use crosspath is improving for better payoff. M.A.D has always had powerful single target but doesn’t see widespread use in standard gameplay so we have raised pierce to bump up its versatility without impacting single target performance

• 203 Buckshot Laser Shock damage increased 2 > 3
• 204 Bloon Area Denial System unchanged
• x5x M.A.D projectile pierce increased 12 > 20

Druid

Superstorm gets a fresh coat of paint, including a new name! The Superstorm Tornadoes last far longer and rebound off of map borders, all while still spewing out additional Ball Lightning projectiles the entire time to fill the screen!

• 5xx Superstorm epicness reinforced by renaming to Monarch of the Storms
• 5xx Monarch of the Storms projectile bounces off Map Borders
• 5xx Monarch of the Storms projectile can hit BADs to deal damage
• 5xx Monarch of the Storms projectile distance increased 150 > 450
• 5xx Monarch of the Storms Lightning attack damage increased 10 > 30

Mermonkey

Abyssal Warrior will now have a slight startup cooldown to limit certain exploity tactics. Middle crosspath trident gains extra projectile pierce to improve early game value. Recent changes to Symphonic Resonance caused its pierce usage to increase for far too much of a nerf, so we have increased the pierce to offset this.

• 3xx Tentacle attack starts on cooldown 0.5s
• x1x Trident pierce increased 2 > 3
• xx4 Symphonic Resonance trance pierce increased 4 > 8

Spike Factory

Spike Factory’s paragon damage is being moved from mini spike storms back into the main attack to nerf this while reducing the impact of expiring projectiles upon Bosses spawning. 

• Main Spike bonus damage to MOABs increased 140 > 240
• Mini Spike Storm bonus damage to MOABs reduced 180 > 80

Regarding Permaspike, this update we decided to take an in depth dive into its inner workings and we decided the following changes would be good to make

• xx5 Permaspike range set to 42
• xx5 Permaspike attack cooldown set to 6.0625s
• xx5 Permaspike pierce set to 50
• xx5 Permaspike damage set to 10
• xx5 Permaspike damage type set to Sharp
• xx5 Permaspike projectile radius set to 6
• xx5 Permaspike projectile age set to 300s
• Lastly we decided to look at spike duration. As it happened, buffing the duration of permaspike has created a rift in space time, and according to a time scientist who exited from this rift, what we had done was so unfathomably stupid that the fabric of the universe was unfolding. In order to save the multiverse as well as tonight's dinner we had to send a team of highly specialised space ninjas into the rift in order to defeat the evil demon king who was the true culprit behind this rift, and sadly in the process of defeating the demon king we were interrupted by time cops who forced us to revert the change in order to restore the space time continuum. Needless to say, this reset in the space time continuum also reverted recent balance changes and so xx5 Permaspike remains unchanged.

Engineer

Overclock’s Village range bonus always felt like an odd special case, and now that there is a proper dedicated range bonus ability the combined range this grants for villages ended up being overpowered, after consideration we didn’t want to jump straight to deleting the ultraboost stacking tech here but have lowered the range bonuses from Overclock. 

• x4x Overclock Village range bonus reduced 25% > 10%
• x5x Ultraboost Village range bonus per stack reduced 2.5% > 1.5%

Beast Handler

As it is still overperforming in event cases, Megalodon damage is being reduced. On the other hand Giganotosaurus’ ability damage is increasing to feel more worthy of a T5 ability.

• 5xx Megalodon damage reduced 700 > 600
• 5xx Megalodon damage scale reduced 1400 > 1200
• x5x Giganotosaurus ability damage increased 150 > 300

Hero Balance

Captain Churchill

Captain Churchill has a significant DDT weakness, particularly of the fortified variety, so to provide light assistance against these his Lv15 damage bonuses may now stack together when multiple properties are met, and it will also grant a bonus to Camo Bloons. Overall this adds up to a +12 damage bonus when damaging a Fortified DDT.

• Lv15 Cannon damage Bonuses increased 3 > 4
• Lv15 Fortified/Lead bonus damage also applies for Camo
• Lv15 Damage bonuses can now stack for each property on the target

Adora

Adora’s recent nerf impacted her freeplay value too much, with limited options for heroes that scale well into freeplay we have agreed it would be best to change back her sacrifice stacks.

• Lv20 Blood Sacrifice max buff stacks increased 30 > 40

Rosalia

Rosalia is overperforming as a consistent lategame fullscreen stall, so her BFB knockback and Lv18 Flight Boost uptime are both being reduced.

• Lv13 laser BFB knockback reduced 5 > 2.5
• Lv18 flight boost cooldown increased 25s > 35s

New Rogue Artifacts

Bargaining Chip

• In-game Boost reroll costs are reduced by (20,30,50)%
• When sold to Merchants this artifact has (2,2,3)x the listed value

Power Nexus

• Powers also count as Support Category towers
• Powers attack delays are reduced by (10,15,25)%
• Powers deal increased damage (50,100,200)%

Looking Forward

We so enjoyed and appreciated the hugely positive feedback on the Desperado, and in keeping to our pledge to focus more on the Monkeys, we hope you’ll enjoy remaking your builds and tier lists now with Silas in the mix. We pushed ourselves to make Powers Pro as strong a new system as possible, but also manageable for the addition of new base Powers and new Pros. We’re keen to get feedback on how you find the Powers Pro system, grind amounts, and which Pros you’d like to see next. We’re in strong shape for the last 2 updates of the year, but we have made a few changes, so check those out here:

• Update v51

• Based on community feedback and team enthusiasm, we’ll continue noodling on Boss ideas and are instead bringing forward the Bomb Shooter Paragon. We haven’t locked down the name yet, but the concept art is amazing and does justice to the working name—Supreme Missile Platform.
• Obyn Skeletor Skin - art and abilities are looking super cool, and a few of us had a great time with the VO script, so we’re looking forward to this one.
• Social Goals system has a heap of components including more accessible Team Trophy ownership, improvements for Teams with dormant Mayors, the framework for many types of shared Goals, and a range of Boost Rewards that will continue to benefit Teams even after the Social Goals Event has ended. We may not get all of that done for v51 so we’ll focus on the most important and fun bits.
• Game Editor was delayed by the substantial rework to the BTD6 Tutorial, which we felt was critical to getting new players into the game more effectively. Game Editor continues to be a huge passion of ours and something that we intend to be transformative for the game. It may not make v52 either, based on the amount of testing it will need at the same time as Frontier Legends.

• Console

• We know our console community has been extremely patient as we work on getting PlayStation and Xbox up to date, and we can’t thank you enough. It continues to be a bit of an uphill battle, but we’ve made good strides and brought on more help to speed it up! 
• We now have another programmer dedicated to Switch and to assist in bringing all consoles to the main branch, along with the up-to-date content.. Some of the biggest screens (like Contested Territory and Quests) are nearly complete for controller support, and we are making a big push to have Switch launched and PlayStation and Xbox submitted for the Christmas holidays. We must set expectations that release windows are tight in December, even for updates, and may cause delays.
• We are committed to being clear about in progress development, so our team will aim to do another dev diary before v51, with general and further console updates.

 

• Update v52

• Frontier Legends is going brilliantly. We truly hope you’ll be blown away by the way we’ve transformed what’s possible inside BTD6, and we hope to show a sneak peek in the coming month.
• Again, based on community feedback, we’re planning another Paragon rather than a Hero Skin. Not that we’re stuck on Primary Paragons, but we did think Ice would be a chill fit for the Northern Hemisphere holidays.

Enjoy the heck out of Silas, the new map, Powers Pro, the Monkeycicle, and all of the other awesome we could squeeze into v50. We’ll update our social pages as soon as we’re ready to share sneak peeks of what’s ahead. Happy more awesomer gaming!
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Primary Plushies! steam_community_announcements
Three Primary Monkey plushies are available now! The Ice Monkey, Glue Gunner, and Bomb Shooter will be available for a limited time only so get in quick if you're interested! Use the button below to go to the Makeship website.

Primary Plushies!
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