57
made with @r_channels @reddit2telegram (for any request @martinligabue)
All of this paragon talk has gotten me thinking.
https://redd.it/1x1s7ox
@r_btd6
BTD6 - Monke oc! 🌸💗 (Cindy)
https://redd.it/1x1fp59
@r_btd6
Monkeyopolis during endgame be like
https://redd.it/1x14gjw
@r_btd6
I’m sorry to the 3 Corvus mains
https://redd.it/1x1279p
@r_btd6
NK what do you mean by memory optimization :3
https://redd.it/1x0j9o4
@r_btd6
Ain’t no way it was always this good 🥹
https://redd.it/1x0e14m
@r_btd6
What does S.P.I.D.E.R. stand for?
https://redd.it/1x0hk6e
@r_btd6
One Last Thing - "Single Out" Satisfaction
https://redd.it/1x0cvsf
@r_btd6
never thought I'd see the day
https://redd.it/1x0793o
@r_btd6
The Sniper Paragon MOAB damage is not bugged
https://redd.it/1wzx7fh
@r_btd6
The new map really puts into perspective how tiny the buccaneer monkey is
https://redd.it/1wzhqxm
@r_btd6
we’ll see you back for Update 58 and a sneak peek at plans for 2027!
https://redd.it/1wzgvfn
@r_btd6
Blastapopoulos heat -30
* xx4 Frozen Verdict reduces Blastapopoulos heat -100
* xx5 Winter's Mercy reduces Blastapopoulos heat -500
* xx5 Winter's Mercy icesplosive damage increased 5 > 10
* From MOABs 25 > 50
* From DDTs 50 > 100
* From BFBs 75 > 150
* From ZOMGs 200 > 400
**Spike Factory**
Now that Boss spawn projectile clear is properly functioning, we are improving the Spike Paragon’s mini spike storm’s bonus MOAB damage back up again.
* Mini Spike bonus damage to MOAB-Class 100 > 200
* We looked at the code.
* The code looked back, 01100111 01101111 00100000 01100001 01110111 01100001 01111001
* We closed the tab.
* xx5 Permaspike unchanged
**Monkey Village**
As an overall improvement to clarity & ability usage that fixes some inconsistencies, CTA can no longer activate at all if it or Homeland Defense is already active, and Homeland can still apply over CTA but not over an existing Homeland buff. These improvements apply even if towers are sold, so players re-buying Homeland Defense no longer have to guess when it’s time to re-activate.
* x4x Call to Arms can no longer activate if a CTA/Homeland buff is already active
* x5x Homeland Defense will no longer activate if a Homeland buff is already active
**Engineer Monkey**
Bloon Trap stores money from Bloons it destroys to distribute later upon collection which has caused many many false bug reports and constant confusion over the years, this was only going to break when combined with Alchemist’s new cash tracking so it finally had to go. Bloon Trap pop cash now distributes immediately with only the bonus cash stored for collection, a basic unbuffed Bloontrap will obtain the same total cash with half of this being gained earlier acting as a slight buff. In testing this change we found Bloon Trap had previously benefitted more than intended from income buffs, which the rework actually resolved on its own, though as buff scaling always seemed weirdly high we are happy with this overall result.
* xx4 Bloon Trap now distributes base cash gain from Bloons popped by traps immediately
* xx4 Bloon Trap upon collection now only grants the ‘Bonus Cash’ without base cash gain
# Hero Balance
**Quincy**
Even though Quincy doesn’t suffer from any sort of precision issues at all, just in case for those pesky early Yellow and Pink Bloons, from Lv4 he can now toggle to a Focused firing mode. This mode will gain more precise targeting, greater range & greater projectile speed with a slower attack rate tradeoff.
* Lv4 Quincy gains a Focus toggle granting:
* Precision shots towards initial target
* Attack cooldown +25%
* Projectile speed +25%
* Attack range +20%
**Admiral Brickell**
Brickell being powerful already needed additional shifting & level simplification, but the synergy was very important to a lot of people so we’ve worked it back in. Brickell’s passive radial buff unlocks earlier at Lv4 and applies to all water towers right away. Naval Tactics now starts off weaker but upgrades to apply to all water towers at Lv8, and eventually becomes stronger than it was previously with bonus damage to affected towers for much-needed water-army setup support.
* Lv1 Pistol damage 3 > 2
* Lv6 Pistol damage unchanged
* Lv3 Naval Tactics attack cooldown modifier 0.5x > 0.66x
* Lv4 All Water Towers in radius gain pierce +1 (Was Lv8)
* Lv4 No longer increases Sea Mine pierce (28 > 20)
* Lv7 Blast chain mine delay multi 0.25 > 0.2
* Lv8 Naval Tactics applies to any water towers in radius
* Lv14 Naval Tactics also grants damage +1
* Lv16 No longer grants Brickell range
* Lv16 Naval Tactics attack cooldown modifier 0.66x > 0.5x
* Lv10 Mega Mine duration 150s > 120s
* Lv18 Mega Mine duration remains 150s
# Other Balance
**Paragon Degrees**
Contribution from Tiers of extra towers was a strong visual fit to what we wanted out of Paragons, but with a lot more Paragons now and more frequent use of them it has become a tedious aspect of the process. Contribution from Tiers is being removed, and instead the maximum contribution for Damage & Cash is
Diamond & Retribution Bloons
* Skywarden - Gale Sage no longer blocks bonus damage to Camo Bloons
* Skywarden - Gale Sage should correctly disable camo for first child Bloons of DDTs
* Skywarden - x1x Storm’s Pulse now works
* Skywarden - x2x Thundering Arc should no longer explode early before target
* Skywarden - xx3 Coldchain now correctly applies Frozen asset to Frozen Bloons
# Hero Specific Fixes
* Admiral Brickell - Pistol should no longer be buffed by More Splodey knowledge
* Etienne - Range buff should no longer be overwritten by another lower level Etienne
* Geraldo - Can no longer target Master Builder sentries with Pickles which would then be deleted for no benefit
* Corvus - Decryptor skin Lv19 Haunt now overlays properly on MOAB-Class Bloons
* Rosalia - Scatter Missile ability no longer benefited by Big Bloon Blueprints knowledge
# Platform / Device Specific fixes
* \[Google Play\] Added support for Google Play Rewards
* \[Android\] Resolved a Step 5 of 10 softlock that could occur on launch
* \[Android\] Resolved some devices freezing on loading Frontier: Sanctuary Overlook
* \[Indeed\] Corrected animation visual inconsistencies for number of effects between platforms
* Added Mobile Storefront Age Confirmation in compliance with new regulations
# Balance Changes
**Tower Balance**
Thanks to your feedback over the years, BTD6 has plenty of diverse tools to make anything work and many ways to play that shine. With the base game this solid it makes sense to focus on fewer but more impactful changes and Quality of Life improvements, while we get around to much requested polish items and bigger things you’ve been hoping for. Your feedback is important too, so dive in and let us know what you think! As always, thanks for playing!
**Dart Monkey**
Crossbow path is seeing modest improvements lining up closer to some similar priced options. Crossbow Master serves as an early entry level T5 and isn’t something we want scaling far, but multiple projectiles keeps the straightforward crossbow identity with more satisfying crit moments and some better scaling in particular with pierce which works well for Primary monkeys and is often noted to be lacking here.
* xx3 Crossbow pierce 4 > 5
* xx4 Sharpshooter crit damage 50 > 60
* xx5 Crossbow Master Parallel projectile count 1 > 2
* xx5 Crossbow Master attack cooldown 0.2375s > 0.475s
* xx5 Crossbow Master pierce remains unchanged at 8
**Bomb Shooter**
Players were quick to point out Mauling Frags added far more power than expected, but the new baseline seems fun and fine, so Frag pierce scaling is cut back while otherwise mostly the same. We expected to regret this buff to Bomb Blitz, and were right 🥺, Bomb Blitz passive ability is now limited to one trigger per round. The look of missile travel from Bomb Shooters has been noted as ugly for a long time, so we have gone through every crosspath and adjusted projectile eject markers to make the attacks look cleaner - missiles previously spawned on a much higher layer to travel down which caused this, so the change will cause some differences to how they travel and what they hit.
* 3xx Really Big Bombs frag pierce penalty remains 0
* xx2 Frag Bombs frag all targets pierce penalty +1
* xx2 Frag Bombs frag pierce 1 > 2
* 042 MOAB Assassin ability frag pierce 2 > 4
* 042 MOAB Assassin ability frag count 16 > 8
* xx5 Bomb Blitz ability limited to once a round
* Eject markers for all x2x bomb shooters modified to more naturally fire from the cannon
**Ice Monkey**
When Ice Monkeys gain extra damage through Artifacts, Perks or Traits, it can actually stop freezing at all due to dealing damage that exceeds the number of frozen layers.
* 000+ Ice Monkeys apply Freeze after damage
**Glue Gunner**
As Glue Splatter crosspath still often feels unvalued, more cost shifts up into Glue Strike. Stickier Glue simply did too much as a Tier 1, with more than double glue duration that carried up into MOAB Glue.
* x2x Glue Splatter price $970 > $650
* x4x Glue Strike price $4000 > $4500
* xx1 Stickier Glue duration 24s >
Signal Flare & Crucible of Steel and Flame 2TC
https://redd.it/1x1pz74
@r_btd6
i would do it with pro but i dont have it unlocked
https://redd.it/1x1ih93
@r_btd6
What happened to the Skywarden?
https://redd.it/1x1cbzy
@r_btd6
I tried monkey farm 4-2-0 with farmers as a guy that primarily uses 0-2-4 path.
https://redd.it/1x11v3i
@r_btd6
I just noticed this on the monkey sub
https://redd.it/1x0ubp5
@r_btd6
Realizing they nerfed Corvus into the ground
https://redd.it/1x0tpq2
@r_btd6
There are now 14 paragons and (at least) 12 to go, what tower do you think should be next?
https://redd.it/1x0i3sk
@r_btd6
Yes, Lost Crevasse WAS nerfed
https://redd.it/1x0h4bu
@r_btd6
Why is everyone surprised that S.P.I.D.E.R. is bugged?
https://redd.it/1x04mym
@r_btd6
The funniest thing ever about the discussion of the sniper paragon is the amount of people coping saying the reason it’s horrible because it’s a bug only for one of the devs say that’s its intended to be this bad 😭
https://redd.it/1wzyj61
@r_btd6
Is this your king of single-target damage?
https://redd.it/1wzobg9
@r_btd6
BRICKELL CAN BUFF MERM AND ICE MONKEYS AGAIN WE ARE SO FUCKING BAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACK
https://redd.it/1wzhn9h
@r_btd6
significantly increasing.
* Extra Tiers max contribution 10,000 > 0
* Cash max contribution 60,000 > 80,000
* Damage max contribution 90,000 > 125,000
**Boss Rush goals**
Boss Rush has been too difficult for smaller teams to reach a point they feel invested, the milestones are shifting to a much more top-heavy requirement to make early stages more inviting.
* Island 1 requirement 850 > 250
* Island 2 requirement 1175 > 500
* Island 3 requirement 1850 > 1100
* Island 4 requirement 2850 > 3000
* Island 5 requirement 3350 > 5225
**Boss Rush stats**
A number of base stat changes for Boss Rush versions of bosses to equalize them more.
* Blastapopoulos initial health 350 > 325
* Blastapopoulos base speed 1.25 > 1.20
* Blastapopoulos base cash reward 1000 > 1100
* Dreadbloon initial health 130 > 140
* Bloonarius base speed 1.25 > 1.20
* Lych base cash reward 1000 > 1100
* Phayze base cash reward 1000 > 1100
* Diamondback base cash reward 1000 > 1100
**Legends**
**\[Rogue\]** New Artifact - Window Shopping
* This artifact recovers a heart when you move on from a merchant without making any purchase, however this will only take effect if owned Tokens are below a (12,24) threshold!
**\[Rogue\]** Added a maps banlist to Standard Race & Endurance Race tiles
* **Banned:** Glacial Trail, Dark Dungeons, Ravine, Tricky Tracks, Bloody Puddles, Erosion
**\[Fontier\]** Etienne could not benefit properly from the assigned Ricochet Trait
* Book Wyrm Etienne starter trait swapped Ricochet 4 > Attack Speed 4
# Looking Forward
Thanks for reading this far! We’re into our planning for next year, and we’ve been cheering our friends and teammates along as Bloons Blitz has launched and both the Bloons Monkey Tales cartoon and Zombie Assault: Resurgence game are nearing launch. It’s a very busy end of year for the whole team, and for BTD6 the upcoming update 58 will be chock full of awesome.
* Version 58 is a credit to the team and the forward planning done, as we have kept all of our push goals intact for an ambitious end of year update!
* An exciting new Monkey Tower that we’ve been thinking about for years that will give support towers a scrappy, highly dynamic addition.
* Mod System v1 is on track and looking great. We’re being careful with scope so we can deliver, but we’ve managed to include a few things beyond Monkey Tower and Bloon modding, namely Hero modding and Round modding, giving much more flexibility to the launch version. We’ve shared a pre-launch build with a few select modders, including some of Tewtiy’s collaborators, and we had great feedback from them, some of which we’re trying to stretch into v1 without jeopardizing the launch.
* Over 10 new Monkey Knowledges plus an increase to Player Level cap to educate some of our newest Towers and provide fun new build options in all but the most competitive game modes and events.
* MOAB Mine Powers Pro version remains laying in wait for the biggest and baddest
* Social Seasons 4 and 5
* We’re learning with each Social Season where players are having the most fun and where we’ve hit frustration, and we acknowledge in Season 3 one of our events complicated the intended goals
* We’re leaning less on Events for Goals going forward but still trying to mix up types of targets in order to stimulate new build experimentation and new map play. Dovetailing Goals remains a design focus so players can optimize their play for progress against multiple Goals.
* Console News
* V54 is out on Xbox and Switch. This build is in the pipe (submitted) for PlayStation, no ETA just yet.
* The main branch baseline is already speeding things up.
* One more console update to v56 is planned for all 3 platforms by the end of the year
* We also have a demo version out on Switch to allow players to try a slice of the game, and we’re looking to bring this demo to Xbox and PlayStation next year
Now it’s time to work on those farming strats so you can have a play at S.P.I.D.E.R. Monkey Paragon! Have a blast with update 57 and the other new games from Ninja Kiwi, and
18s
**Sniper Monkey**
New toggle option ‘Ammo Swap’, this swaps which Supply Drop will be called down with the ability. The Ammo Drop will upgrade shrapnel for the next few attacks with all types popping, pierce, damage, and distance. Both Supply Drops will share the same cooldown.
* x4x Supply Drop ability can now toggle between Cash Drop & Ammo Drop
* xx3 Semi-Automatic Sniper pierce 1 > REALLY 1
Transparency on the Sniper change; outside of CHIMPS extra power was not needed, so we couldn’t make it too strong. However after testing in practice we like the idea of converting the bonus shrapnel pierce at x4x into higher power & uptime for this new ability. This change would simplify the upgrade, and making the damage/income decision much stronger would solve some hybrid identity issues. It was too late for us to be comfortable cramming this into v57 - but this is already in consideration for v58.
**Super Monkey**
The Temple is often called out for not seeing Camo, while happily ignoring its buffability and Camo crosspathing that has always been available. If you want Temple Camo, then there’s a camo toll to pay! Regardless, the Magic Sacrifice wind fart attack hasn’t been particularly valuable and we liked a suggestion for sacrifice choices to matter as a factor here, so it is changing to hit DDTs & work as an alternate way of dealing with Camo Bloons.
* $20,001 Magic Sacrifice wind fart pierce reduced 500 > 100
* $20,001 Magic Sacrifice wind fart removes Camo property from Bloons
* $35,001 Magic Sacrifice wind fart now hits DDTs with pierce penalty +4
**Alchemist**
Some other changes needed to happen to address major concerns we had with how this would need to work, so the lucky Alchemist gets to serve as the guinea pig monkey! If this experiment works well, we plan to work through similar changes to more towers as needed.
* xx3 Lead to Gold now keeps track of cash earned
* xx4 Rubber to Gold now keeps track of cash earned
* xx4 Rubber to Gold bonus cash is now distributed to Alchemist immediately on Bloon-pop (when popped by Bloon Trap or Wall of Trees)
**Skywarden**
For QoL cleanup, combos will be easier to hit in earlier rounds, and Red Bloons destroyed by a combo hit are now able to trigger any combo projectiles first before the Bloon is popped.
* 333 All Combo debuff durations 2s > 3s
* 333 Combos can be triggered from ‘popped Red Bloons’
Top Path
Tacking T1 Spam onto any strat for unrestricted range buffs was messy so Aerial Attunement has been rebalanced to cap out quicker with lower overall bonus but greater per tower, and now only applies to other towers up to 1 Tier higher. While this is meant to be the more introductory path for Skywarden it wasn’t hitting the mark, so prices for T3 and T4 have been lowered.
* 1xx Aerial Attunement max stacks 5 > 3
* 1xx Aerial Attunement range per stack 2 > 3
* 1xx Aerial Attunement price $110 > $140
* 2xx Zephyr Sense price $215 > $175
* 3xx Wind Weaver price $1650 > $1200
* 3xx Wind Weaver stage 3 combo 'vacuum' distance 150 > 250
* 4xx Gale Sage price $3300 > $3000
* 4xx Gale Sage no longer prevents towers dealing bonus damage to Camo
Middle Path
For higher crosspath value Thundering Arc’s pierce scaling is being improved, and damage type changing to Plasma with the ability to pop Lead. Middle path’s Higher tiers prove to be very powerful already and the T3/4 are seeing price nerfs, combo lightning damage reduced, and lowered ability duration.
* x2x Thundering Arc pierce per interval 0.5 > 1
* x2x Thundering Arc damage type Energy > Plasma
* x2x Thundering Arc blast radius 8 > 10
* x3x Galvanic Conduit price $1800 > $2500
* x3x Galvanic Conduit lightning chain damage 5 > 3
* x4x Thunder's Decree price $2000 > $3500
* x4x Thunder's Decree ability duration 15s > 9s
* x5x Stormwrath Archon price $35,000 > $32,000
Bottom Path
Skywarden’s change list was growing too big, but with many requests for Blastapopoulos cooling and improved damage from the T5 Frozen Remains we’ve made sure to include changes to these for now.
* xx3 Coldchain reduces
Cash Spent counter, enabling will display a UI counter for total cash spent across most standard gameplay types including co-op
* \[Advanced Options\] Memory Optimization toggle; more frequently run a memory cleaning function at the end of rounds, which briefly pauses the game simulation to free up memory before starting the next round. Significantly reduces memory consumption & reduces crashes on mobile devices.
* \[Rogue\] Merchant tiles can re-roll their inventory up to twice per tile for a Token fee
* \[Rogue\] Race/Endurance tiles now have a map banlist (details later in balance)
* \[Map Editor\] Maximum map placeables increased from 1000 > 1500
# General Fixes & Changes
* Updated to Unity 6.3
* Unity updates are when small random issues can arise so do let us know
* \[Challenge Editor\] Map names are now displayed next to the modes for the challenge
* Resolved flat cost reduction Knowledge points calculating wrong outside of Medium
* Resolved an elusive crash related to sacrificing a tower linked to Techbot Pro
* Hype Boost Monkey 1xx should correctly increase tower range
* Resolved a number of UI & Localization issues
* Alchemist Possum pet shouldn’t be quite as noisy
* Resolved edge case crashes with 2xx Chainlink Techbot Prime
* Added additional info the the game version inconsistency error dialogue
* Resolved a crash that could occur when Jukebox moves to the next song
* Resolved a crash that could occur entering Custom Odyssey creation menu
* Pets that are respawned should now regain their ability to move afterwards
* Resolved some quests allowing too many Skywardens to be placed
* Legends Achievements should no longer count for the Hidden Achievements on the profile stats
# Event changes
* \[CT\] Bigger Bloon Sabotage no longer applies to Lych Soul
* \[CT\] But the Heartless Relic now will apply to Lych’s healing
* \[CT\] Resolved a visual issue duplicating Team Island props on menu interaction
* \[Boss\] Lych’s Souls should again animate properly while moving across the track
* \[Boss\] Diamondback should no longer load two 3D models at 10th Boss Rush kill
* \[Boss\] Resolved a visual inconsistency with Penalty Time after loading checkpoints
* \[Boss\] Resolved a Penalty Timer could visually remain flashing with no actual penalty
* \[Social Season\] Resolved issues with perks mixing and linking Tower IDs on game load
* \[Social Season\] Resolved the Season Champion achievement failing to update correctly
* \[Social Season\] Social Season Goal info buttons can now also be viewed with hover-states
* Monkey Teams & Golden Bloons first time popups should appear every time they are valid
* \[Odyssey\] Toggling between difficulties should no longer immediately delete save
# Map Specific changes
* \[Bloody Puddles\] Resolved broken art under rocks and vehicle
# Legends changes
* \[Rogue\] Power Creep achievement no longer requires an extra artifact collected to update
* Legends achievements should not show up in the Hidden Achievements completion bar
# Tower Specific Fixes
* Dart Monkey - Super Monkey Fan Club should not stack with Total Transformation
* Boomerang Monkey - Paragon orbitals no longer buffed by Extra Bounce knowledge
* Tack Shooter - Began investigating reports from Beast Handlers regarding dinos disappearing near the inferno ring. Investigation remains inconclusive.
* Glue Gunner - 140 Glue Strike damage bonus incorrectly soaks MOABs as intended
* Sniper Monkey - Sniper Paragon should not be able to aim at the player
* Monkey Ace - Accelerated Aerodarts knowledge should benefit Paragon frontal darts
* Heli Pilot - Attempted to fix xx4 gaining a rogue Charles that ignores target prio
* Heli Pilot - Resolved a crash that could occur on Erosion
* Super Monkey - Temples should not retain Permabrew after sacrificing the Alchemist
* Ninja Monkey - Resolved some visual inconsistencies with Paragon buffs
* Alchemist - Total Transformation should not stack with Super Monkey Fan Club
* Druid - Tiny Tornados MK should have the correct damage type
* Skywarden - Wind Weaver can no longer knockback