Diamond Member Steam 0 Posted April 8 Diamond Member Share Posted April 8 This is the hidden content, please Sign In or Sign Up This is the hidden content, please Sign In or Sign Up Key New FeaturesAccolades and Player Revenue ShareWe are so excited to bring the success of BTD6 back to players and share revenue with players who are helping in making the game more awesomer!The system allows players to gift player creators with animating Accolades that will follow their map or challenge wherever they are seen in game.The initial 12 Accolades express a variety of positive reactions to inspiring content, such as Smart, Tricky, Beautiful, Fun, Masterpiece, and more!At launch and for the foreseeable future we’ll be sharing 35% of the Accolade purchase price with the player creator, which means 50% if they are also a content creator and you are using their Creator Code. This is an industry leading share amount, which we aim to maintain; after the platform fees, Ninja Kiwi and Nexus.gg have the smallest shares of these purchases, as they truly are meant for the player creators.Revenue share is available on platforms with IAP systems. We’ve tried to make Accolades receivable wherever possible, but we must restrict this to players who register with Nexus according to their terms and to players on non-subscription platforms. We are looking for solutions for subscription players but this will take significant time.New AwesomeNew Hero Skin, the Gentlemonkey Gadgeteer Geraldo! Geraldo was a challenge to find the time for a skin with so much more custom art required compared to our normal hero roster but he’s finally, fancily hereNew Map, Castle Revenge! Longstanding fans of BTD will notice something familiar here. We love bringing our classic content forward and not just because we are nostalgic saps but because they have great play value. This one hails from both BTD5 and BTD Battles, but with a dynamic flourish that we hope gears you up to earn all of the badges!New QuestsMulti-stage story based Bloonarius quest - prepare to be slimed!Royal Tank Academy trial: discover Captain Churchill’s strengths and abilitiesOne Stop Pop Shop trial: discover Geraldo’s strengths and abilitiesPhayze One Experiment Quest: if you enjoyed the Party Bloon Quest we have another infinite scaling Quest Boss to challenge you. This version includes unique round mechanics tied to the Boss.New Trophy Store ItemsHeroes: Corvus Owl **** - darkly adorbs!Monkeys: Engineer Palbot **** - mechanically adorbs!Bloons: Nightcap Bloons decalGame & UI: CatEzili avatar, Boss Phayze avatar, Super Chill BannerNew CT Team Store itemsBase Props: Junk TowerBig Map Editor Additions!Implemented a Removable/Interactable state for props through the props UI; this can be done by linking together the new Interactable Area to different special props, available from the Areas Menu (at the bottom) and the new Interactable prop menu with the Hammer iconAdded new category for Interactable props (look for the Hammer icon tab); these add animating flavor when Interactable layers are removed, but they can also be used as props (but with only limited animation)New items: Responding to the many requests for cityscape elements, we took existing assets from maps like high finance alongside some new stuff to make building the city of your dreams a possibility! The construction supervisor just radioed in saying there are over 60 new construction props with which to build, plus new Paths, Stamps, and Terrain to match!Game Changes / AdditionsMap search is now also available for co-op lobby map selectionMap ‘Gizmos’ are now influenced by Challenge Editor 'removable cost rate'This includes items such as: Workshop Conveyor Belt / Track Extensions, Dark Dungeons Statue & the Polyphemus Eye mechanic.While we like giving players lots to choose from as early as possible, we’ve seen feedback that the current hero unlock flow can feel overwhelming with all Monkey Money unlockable heroes becoming available immediately at account level 10. To address this, we are spacing this ******* out with a few different groupings of Hero unlocks and holding back some of the more complex Heroes until account level 35.Level 15 heroes: Churchill, Benjamin, Pat FustyLevel 25 heroes: Sauda, Ezili, Etienne, AdoraLevel 35 heroes: Psi, Brickell, Geraldo, CorvusAdded 'cash spent' to the Victory Screen summaryPC players request to have many niche things hotkeyed, but unfortunately these are often too niche for us to take up valuable real estate with limited keyboard space. To enable players to take this into their own hands we have added a new advanced section of default unbound hotkeys to cover more heavily situational use cases. None of these hotkeys will work by default, but if you find any to sound useful they can be manually bound in order to enable them. We are interested in hearing your feedback on more things that make sense to fit in this list.Cycling upgrades menu in challenges now skips past towers that are banned (yay!)Individual stages of Quests can now be replayed without resetting the entire QuestBug Fixes & General Changes[Map Editor] Duplicate prop button no longer allows users to exceed the prop limit[Map Editor] In progress maps at prop limit no longer allow +1 prop after loading saves[Map Editor] Erasing stamps now correctly restores the ‘prop limit’ spent on them[Map Editor] Resolved small graphical errors with asphalt path Ranked boss and Battlemode boss challenge should now have the same starting cashResolved audio being triggered the background screens in some other places in the UIResolved an issue in co-op sometimes visually displaying other player towers as upgradable to youResolved some overlay display issues that occurs in some resolutionsParagon cost slider no longer exceeds limits in least cash challenges‘Retry Last Round’ should no longer be available on the first round of questsWhen users ‘Confirm’ entry of a Creator Code, the game should now keep the dialog open until server communications have either confirmed or rejected the creator codeResolved a number of softlocks that could occurResolved a number of UI issuesSwapped some frame based timings to real world timings so the game can run smoother on specific refresh rates that were not easily divisible by 20. Our lead coder assured me this sentence made sense.Event bug fixesPlayers should not be able to modify Odyssey crew after sharing to the Content BrowserFixed inconsistency in the ‘Upgrade Restricted’ red stripe through tower upgradesMap Specific FixesResolved an issue where Blons could be played through co-opResolved a ****** that could occur loading some saves on Glacial TrailLych should no longer drain the Frozen status on Glacial Trail - sheesh!Tower Specific FixesDart Monkey4xx Juggernaut’s bonus damage to fortified targets now works across crosspathsIce MonkeyResolved another arctic wind ****** (polyphemus style)******* MonkeyResolved a case in which the Supply Drop ability could fail to trigger other Supply DropsMonkey SubResolved an issue where Retry Last Round removed the submerge option from SubFlanking Maneuvers MK now applies to the Sub ParagonSubmerge toggle now has cooldown artHeli PilotMOAB Shove no longer ignores the children of the target it is shovingNinja Monkeyxx3 Flash ***** should no longer fail to stun targets if damage is externally buffedDruidx5x Spirit of the Forest Track Vines now do not display over invincible/covered track sections (like Dark Castle trees, or on the new Castles Revenge map)Hero Specific FixesQuincyResolved an issue with the Quincy Spec Ops Drop In placement animationGeraldoResolved an issue where Geraldo’s subtowers would be immune to freeze on Glacial Trail after Geraldo is soldGeraldo’s Lv16 Nail Mine should now save correctlyGeraldo should now restock inventory correctly when leveled immediately from 18 to 20CorvusCorvus - Optimisation Pass improving general performancePlatform Specific fixes[Android] - Resolved a game freeze occurring on devices with a Exynos Chipset - this was affecting a number of players, so hope you are now back up and popping![PC] Alternate send round hotkey (Race Hotkey) now sends round in Sandbox[PC] Mentioned in more detail above; new advanced hotkeys section[Vision Pro] Resolved a number of various ****** fixes around different parts of the gameBalance Changes Tower BalanceMany towers in the game still have low tier Damage Over Time mechanics that have not been scaled at all or particularly well, so this update we went over some of these cases to bring forward more Damage Over Time use.Dart MonkeyPlayers have found Spike-o-pult’s lower range to sometimes cause issues leading into Juggernaut due to very specific placement being required to aim the ******* on this path and how that aiming changes along with increased range, while quite a niche problem we feel it’s fair enough to match the range across these upgrades to address this concern.3xx Spike-o-pult range increased from 32 > 36.84xx Juggernaut range ******** unchanged at 36.8***** ShooterIn efforts to bring more player control the MOAB ********* ability will now follow tower target priority to determine its targets, although note it will still never target non-moabs. As a mainly AoE path Fortification will always be a powerful weakness unless the bonus was to be far more than double effectiveness, we feel in hindsight it was never a good idea to try and counter that weakness on this path, instead we’re going to lean more into the raw cheap AoE damage output that this path specializes in and players can deal with fortification on their own with the leftover cash from this price reduction.x4x MOAB ********* ability follows target priority instead of Strongxx5 ***** Blitz price reduced from $35,000 > $28,000xx5 ***** Blitz ******* cooldown reduced from 1.5s > 1xx5 ***** Blitz damage reduced from 6 > 3xx5 ***** Blitz no longer deals bonus damage to FortifiedIce MonkeyEmbrittlement is cheap and balanced by its limited range and rate making it difficult to apply to very many targets with reliable frequency, however Super Brittle is far more expensive but still faces these same struggles. Feels fair for the cost to increase its ******* rate further.5xx Super Brittle ******* cooldown reduced from 2.16s > 1.8s******* MonkeyBouncing Bullets still feels decent enough at some points, however we feel it’s too difficult to save up into to justify the current power level. We’re shuffling prices to allow this upgrade to come online sooner while keeping the path at the same value for higher tiers as these still offer additional income support that they are balanced around. Additionally we think the T5 ******* changes for improving ******* farming QoL was a step in the right direction, however we want to take it further and work this way directly from the T4 Supply Drop. x3x Bouncing Bullet price reduced from $2,800 > $2,400x4x Supply Drop price increased from $7,200 > $7,600x4x Supply Drop now triggers other supply drops when one is usedMonkey SubAs currently nothing else ever happens with the main ******* beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this ******* scales in terms of buffability we’re starting off with a careful amount to not take this too far.5xx Energizer main dart ******* damage increased from 1 > 5502 Energizer airburst ******* damage increased from 1 > 5Monkey BuccaneerGeneral improvements made to higher tier DoT applications for Buccaneer. The pierce from bottom crosspath seems to be better after destroyer currently, so this also acts as some crosspath balancing for Flagship. Middle path buccaneer continues to ******* with its initial 1 damage projectile that never gets upgraded but the Cannons are very much intended to be a ‘replacement’ upgrade to this main *******, so we are finally disabling that dart along with improving the damage of grapes for the T3 & T4 on this path so the lower tiers can save into Pirate Lord better.420 Aircraft Carrier damage over time increased from 2 > 4520 Carrier Flagship damage over time increased from 2 > 9x3x Cannon Ship main dart ******* disabledx3x Cannon Ship Grape damage increased from 1 > 2x4x Monkey Pirates Grape damage increased from 2 > 3x4x Monkey Pirates damage over time increased from 2 > 4024 Flavoured Trades damage over time increased from 2 > 4025 Trade Empire damage over time increased from 2 > 9Heli PilotThe blowback rate of Special Poperations is being increased to reflect the previous changes upgrading downdraft to support chinook and bring up more lategame value in the support capabilities of this path. Comanche Commander’s value soared recently with buffs along with the recent Geraldo subtowers bugfix which solidified it as a strong lategame dps, and given the powerful synergies right now the current price feels far too low for what is now a solid pick for any map; we feel this may not be enough of a nerf but wish to hold off until v43 for further changes to be considered with this synergy. x5x Special Poperations downdraft ******* cooldown reduced from 0.15 > 0.075xx5 Comanche Commander price increased from $32,000 > $35,000 Mortar MonkeyWe’re feeling quite happy about the overall state of mortar compared to how it has fared in the past, however the Burny Stuff crosspath is still very hard to justify on middle mortar so along with other DoT attacks in this update we’re trying out a slight increase to damage over time across this path.032 Heavy Shells ***** damage over time increased from 1 > 2042 Artillery Battery ***** damage over time increased from 1 > 3052 Pop & Awe ***** damage over time increased from 1 > 5Wizard MonkeyWizard is feeling effective across the board with nice use cases across each path so there was hesitation about making changes. Nevertheless we felt there were important changes here with DoT in mind, so there’s now new scaling on the Dragon’s Breath ******* improving damage over time on higher upgrades and a for-fun change to the projectile count assisting in spreading flames to many targets. We understand we are affecting current balance but it’s done in the name of fun and for Wizard fans.x4x Dragon’s breath damage over time increased from 1 > 2x4x Dragon’s breath ******* now ‘fires’ (hehe) 2 projectilesx4x Dragon’s breath ******* pierce reduced from 4 > 3x4x Summon Phoenix ability projectile speed increased from 350 > 450x5x WLP’s Dragon’s Breath ******* damage over time increased 1 > 10x5x WLP’s Dragon’s Breath ******* now fires 3 projectilesx5x WLP’s Dragon’s Breath ******* damage reduced from 6 > 2x5x WLP’s Dragon’s Breath ******* pierce reduced from 50 > 15Super MonkeyWe lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)x3x Robo Monkey price increased from $7,000 > $7,500x4x Tech ******* no longer slightly increases ******* speedx4x Tech ******* price increased from $18,000 > $25,000x5x Anti Bloon price reduced $90,000 > $80,000Ninja MonkeyBottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash ****** can feel lacking without heavy support, we’re trying out a change that makes Flash ***** Ninja scale better with ******* speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most.xx3 Flash ***** main Shuriken ******* deals more to stunned Bloons +3xx4 Sticky ***** main Shuriken ******* deals more to stickied targets +3xx4 Sticky ***** damage reduced from 500 > 450xx5 Master Bomber main Shuriken ******* deals more to stunned Bloons +9xx5 Master Bomber main Shuriken ******* deals more to stickied targets +9Paragon main Shuriken ******* deals more to stunned Bloons +15Paragon main Shuriken ******* deals more to stickied targets +15AlchemistAs groups of Berserker Brew seem proportionally too good compared to upgrading to Stronger Stimulant in some cases, we are slightly shifting price down into T3, keeping the total price of Stronger Stimulant the same but adding up more if choosing to spam T3 Brews. Back to improving damage over time, Lead to Gold currently deals a large damage increase to Leads but only on the main impact of the *******. I’m sure you can see where we’re going with this.3xx Berserker Brew price increased from $1,250 > $1,3004xx Stronger Stimulant price reduced from $3,000 > $2,950xx3 main ******* damage over time now also deals bonus to Leads +9DruidSame as the *******, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.x4x Jungle’s Bounty now triggers all available Jungle’s Bounty abilities when one is usedBanana FarmBanana Central’s current level of buffability for a single tower makes it quite exceptional of a cash producer right now so it is increasing in cost. Players have made it clear that for Boss Events the current cooldown on IMF Loan regularly puts it into a position where timing is frustratingly tight in order to maximize profits when farming with banks, so we’ve agreed to loosen up on this cooldown to help with this issue. Finally, the Banana Salvage crosspath is also being increased in cost to reflect the current huge value granted to it with sellback metas where it is used.5xx Banana Central price increased from $100,000 > $115,000x4x IMF Loan cooldown reduced from 90 > 85sxx2 Banana Salvage cost increased $200 > $400xx3 Marketplace cost reduced from $2,900 > $2,700****** HandlerWhen first creating ****** Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged ****** power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts.1xx Piranha price increased from $160 > $1702xx Barracuda price reduced from $875 > $8503xx Great White Shark price reduced from $2,950 > $2,075x2x Adasaurus price reduced from $945 > $890x3x Velociraptor price reduced from $2,600 > $2,170xx1 Gyrfalcon price increased from $190 > $210xx2 Horned Owl price reduced from $960 > $940xx3 Golden Eagle moab penalty increased from 29 > 44xx3 Golden Eagle damage reduced 2 > 1xx3 Golden Eagle damage range reduced 4 > 2xx4 Condor damage ******** 2xx4 Condor damage range ******** 4Hero BalanceQuincyQuincy’s Storm of Arrows feels a little more like a downpour of wet pool noodles once Super Ceramics & especially their Fortified variants come around. However instead of making a drowning Quincy skin to pair with Lifegurd Brickell we are granting a large bonus to Ceramic Damage for the ability around the point you’ll need to deal with these.Lv18 Storm of Arrows deals bonus damage to Ceramics +18Lv20 Storm of Arrows deals bonus damage to Ceramics +24GwendolinLooking back over her kit, we noticed that we’ve never improved the actual ******* itself for Gwen’s Heat it Up. Allowing her to be juiced up with high ******* speed in order to spam these supercharged bursts of damage sounds fun and cool, so while noting that this will also increase the uptime of her buff we’re removing the limiter on her Heat it Up rate and pumping up its damage tenfold.Lv4 Heat it Up now has pierce of 100Gwen’s ******* rate levels (Lv12, 15, 18) no longer reduce Heat it Up frequencyLv12 Heat it Up damage increased from 3 > 10Lv15 Heat it Up damage increased from 3 > 20Lv18 Heat it Up damage increased from 3 > 30Obyn GreenfootPlaying on ‘growth’ with his nature theme we’re allowing Obyn to sustain a long-lasting army of Brambles across multiple rounds, and we are doubling Obyn’s buff to Jungle Druid range to hopefully make it significant enough to enable druids much more power for a mid-late farming setup.Lv3 Brambles cooldown reduced from 35 > 30Lv3 Brambles round duration increased from 1 > 5Lv5 Range buff for x3x druids increased from 20% > 40%BenjaminBenjamin’s value as a farming hero is majorly tied to how much more efficient he is at Lv1 than base farms and at a lower cost, whereas his higher levels of cash generation are quite inconsequential. Given this along with his early game snowball being a general balance concern, we're lowering the base cash generation to not be so overwhelming but also pumping up cash generation into his higher levels so he brings a lot more to the table later.Lv1 cash generation reduced from $100 > $80Lv2 cash generation reduced from $150 > $120Lv8 cash generation ******** unchanged at $250Lv11 cash generation increased from $300 > $1,000Lv15 cash generation increased from $500 > $2,500Lv17 cash generation increased from $800 > $5,000EziliEzili has a good anti-camo build, however as her totem cant be used in CHIMPS and her main ******* never upgrades to de-camo DDTs this means she is never able to de-camo DDTs when playing in CHIMPS even though her totem easily counters them in the base game. While we don’t have any concerns with some heroes being relegated more as ‘non-chimps’ heroes, we felt no reason not to solve this simple issue by allowing her main ******* to upgrade to counter DDTs as well.Lv16 Main ******* can now de-camo DDTs CorvusHaste is a combo-only spell with little value on its own without buffing other spells - so we’re making it much cheaper to realistically combo more often without being such a large mana drain. Storm is a little too effective both at AoE cleanup and also single target, so the rate is being reduced slightlyLv3 Haste cost reduced from 75 > 50Lv8 Storm ******* cooldown increased from 0.1 > 0.12Higher levels of Corvus feel they have far too much mana which leads to difficult to maintain and less interesting spam of spells, so we’re lowering the range in which Spiritual Balance grants bonus mana recoveryLv8 Corvus mana gain curve decay start point 40% > 25%Lv8 Corvus mana gain curve decay end point 80% > 65%The cycle of Recovery into Nourishment over and over to maximize XP earnings while never having corvus ******* ruins the fun of actually playing this hero, so we’re ending this.Recovery spell no longer applies cooldown reduction to NourishmentWe wanted to avoid passive stall mana gain with Corvus initially, however in order to grant a little bit more leeway for co-op splits or general bad placement, we are allowing Corvus to passively generate a little mana over time while Bloons are spawning but reducing the mana gain from popping Haunted BloonsLv1 Haunt mana gain per layer reduced from 8 > 5Lv1 Corvus passively recovers 1mana /s so long as Bloons are spawning Relic Knowledge BalanceWe’ve included slight tweaks for a few relic knowledge. Many of these relics are having slight number increases as they seem to have low value across all tile types (relics with low usage only on some tile types have not received changes as they still have value in niche cases), Restoration maximum barrier size is being reduced slightly as it too effectively acts as a complete camo counter in many cases while also providing benefits against non-camo Bloons. Hero Boost: Hero XP multiplier increased from 15% > 20%Broken Heart: Bonus damage to Regrow increased from 1 > 2Going the Distance: Range bonus increased from 20% > 30%Fortifried: Bonus damage to fortified increased from 1 > 2Restoration: Maximum barrier reduced from 200 > 150We want to do more with relics in the future, though these can be trickier to do much balance with without adding additional functionality as most of them only modify a single variable, but feedback here is appreciated.If you’ve made it this far we just wanted to mention that the issues mentioned at the top of the bug fixes allowing players to exceed the prop limit didn’t actually allow you to submit the map afterwards, so hope no one read through that then tried to submit some crazy map before updating!Looking ForwardWe’ve deepened team discussions about all of the topics raised in the Update 41 notes, and we’re so pleased to make player revenue sharing a reality this early in the year. As always, we’ll be looking for your feedback on the player creator system, and we’ll be thinking about improvements in platform coverage and any specific additions needed to better support the Game Editor and mods system later in the year. We continue to enjoy the experimental and story-related elements of the Quests system, and it’s generating more room for great ideas all across the team to quickly turn into live gameplay. We have one surprise that will happen before Update 43, so we’ll talk about that once live, and until then here is the latest news on key content that we’ve already mentioned.PlayStation: We were on track for early April launch but did have issues to fix from our submission, so we are back in the pipe and very close to launch. Stay tuned to Ninja Kiwi social feeds, where we’ll post the date as soon as that is locked in.Console Updates: We are shifting our priorities as stated in Update 41, as we have heard loud and clear from Xbox players that they are frustrated to be so far behind the other platforms. Once PlayStation is out, our next priority will be a content update for Xbox and PlayStation, focusing on maps, Heroes, and other content that can come forward without substantial input reworks (meaning substantially different UI and controls like Contested Territory, Corvus’ spellbook, and more complicated interactive maps like Polyphemus). We are going to try to bring as much forward as possible, but we will err on the side of leaving a few more complicated elements out of the update in favor of getting a huge chunk of content in the hands of very patient Console supporters. We are still keen to get Switch into development after this content update.Jetpack Hero is planned for Update 43 and Mermonkey Tower for Update 44. These are both in progress and looking to add super fun play mechanics - fitting well with the other Monkeys but also standing out as quite unique.Boss Rush Team Event is in development for Update 43 but there is a heap of backend to all multiplayer and Team related systems, so we will shift this back if needed.Game Editor: Not much to report on this other than we are further defining the core architecture of the system to be future proof, and we’ve had initial conversations with existing BTD6 modders and we’re further defining the scope of the initial launch this month, so stay tuned on this.Enjoy the update and thanks as always for your reactions, thoughts, and feedback. We’re always looking to blend our instincts and ideas with the fantastic feedback we’ve come to expect (and massively respect) from our more awesomer community. 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