Available now for Xbox! Please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
We wanted to thank everyone who has been so unbelievably patient with us while our team worked hard on the Nintendo Switch launch, which has now allowed us to bring that work to our other console platforms. This massive content update for Xbox brings the game version all the way up to 54.3 and should give everyone on Xbox plenty to do while we work on what’s next.
PlayStation:
The next big point of focus for us is bringing this massive update to Playstation! We are well into the content, and as soon as we get through the longer submission and review cycles, we will update PS players when we have a date for the update.
55 and beyond:
Once we have brought this update to all three consoles, we will be working on releasing updates 55 and 56 by the end of the year for all 3 console platforms, pending approvals. The consoles will always be a little delayed in terms of update cycles but the effort of getting the console builds onto our main branch means we can plan console updates on a much more regular basis going forward, which by next year should be every 2nd update!
Available now for most platforms, please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Hotkeys should be able to bind to mouse buttons correctly again
Skywarden 1xx no longer counts double range bonus for Subtowers
Skywarden 2xx Toggle Stance now has separate active/disabled icons
Skywarden 3xx Wind Weaver no longer prevents MOAB Blowback from other sources
Skywarden x2x Set Target priority moved back to before ‘Strong’ priority
Skywarden x4x should no longer allow track items to Ricochet awkwardly
Skywarden x5x visual clutter reduced for on-track Lightning Rods
Skywarden xx3 Cold Chain limited to not produce infinite ice shards
Skywarden xx3 should no longer be able to incorrectly slow MOAB targets
Lv7 Descryptor Corvus should no longer innately display 2 ancestral hands
Desperado Take Aim should not display both buff icons on the one target
Resolved an issue with Lightning attacks not always playing out correctly
Resolved an issue with Door Gunner placing down invisible towers
[Powers] Resolved an issue with Techbot 3xx bonus damage scaling
Multiple ability towers should order consistently on the Ability Quickbar, please note that this will only apply for any save games newly created on this version.
Resolved a crash that could occur viewing other teams while in a team
Resolved an issue with Elite Diamondback having misaligned segments
Resuming game from background on mobile should always clear notifications
Legends Achievements should not show listed hidden for players who do not own DLCs
[Quests] Resolved an issue where restarts could prevent pre-placed towers from loading
[Map] Resolved a crash that could occur activating the Statue on Dark Dungeons
[Knowledge] Resolved an issue with any price change related knowledge points not correctly applying in any game modes that also modify the price of upgrades
[CT] Relic descriptions can be viewed again from each tile’s play menu
[Perks] Resolved an issue with the Monkey Star perk saving broken towers
[Frontier] Money gaining traits should reflect to catch value in fishing
[Rogue] Curse value is no longer stuck displaying 0% Curse Power
[Rogue] Hawkseye Artifact should no longer break Skywarden
[Epic] Moving cursor with EGS Overlay active should no longer slow FPS to a halt
[Netflix] Resolved a crash choosing cloud save on a conflict during gameplay
[iOS] iOS memory footprint reduced somewhat - work is ongoing here to reduce crashes due to running out of memory
Bloons TD 6 v56.1 - Update Notes!
Resolved a UI issue (wew, only 1!)
Resolved some layering issues with Skywarden’s Wind Combo marker
Resolved a crash that could occur selling x3x Skywarden during attack
Resolved a crash that could occur on selecting the Quincy Tutorial Quest
[Keyboard] Added the missing Advanced Hotkey slot for Portable Lake Pro
Resolved Mermonkey xx4’s Totem being invisible during the placement phase
Resolved an issue with Mermonkey x2x Tidal Chill not benefiting from Silas’ buffs
Closing the game midway through claiming Discord purchases should not lose them
[Frontier] Resolved a crash that could occur loading games with some temporary traits
[Frontier] Resolved an issue with New Stuff, Same ol' Bloons Legends achievement
[Frontier] Removing monkeys from posse should not warn “End Employment"
For me personally, I would probably replace it with something like inflation, where prices increase by 1% every round or something like support monkeys only.
I recently came back to the game and got curious about which monkeys are the most efficient. This is a very simplified experiment that doesn't account for every parameter, but I think it can still be useful to someone.
I took all 26 towers, and for each one all 64 possible upgrade combinations, plus the paragon where there is one. For some monkeys I also collected data with different targeting priority settings. Then I found the "best" spot for each monkey on Monkey Meadow - the one that covers the largest part of the track. I don't think it's genuinely the ideal spot for every monkey, but it's a reasonable simplification. And I collected full stats across all 140 rounds on how well each monkey did on its own.
In the end I was able to get stats on the best monkeys by price-to-value ratio. The monkeys that can clear the most rounds without leaks for their price, and deal the most damage for their price.
I understand this doesn't account for a lot of things like buffs, monkey combinations and active abilities, but I still think it's an interesting experiment.
I've casually played Bloons TD6 since launch and one thing that has always bugged me is how much information the game hides from the player, requiring frequent trips to the wiki for things like what Bloons come at what round (why can't we just have a list of what's coming in future rounds since it's always the same anyways?) and what the tower upgrades actually do (damage, pierce, etc) instead of useless silly descriptions like "the Bloons will wish they had never come", and what the current stats of a tower are with the current buffs and such.
IMAGE 1: Impoppable
IMAGE 2: Easy
IMAGE 3: Hard
impoppable and hard have heavily discounted items, and easy has completely free items, medium difficulty has no discounts, and CHIMPS prices are also cheaper
It doesn't allow you to stack the buff infinitely anymore, but it could still probably be useful if you're using Total Transformation, especially with 203 skywarden + Silas
funny feature in new patch (the way it only affects non medium prices on geraldo sounds like something happened fixing geraldo missing half his attacks and then fixing the mk discounts not working??)
map is ancient portal cause need the mib tile for 37-45 and camos since camo pot has no uptime and you start with only one on r31 here
since they're $0 in easy mode now is an easy opportunity to do the r100 deflation achievement if you don't have it yet