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Update: Bloons TD 6 v54.2 - Patch Notes!

Update: Bloons TD 6 v54.2 - Patch Notes!

General Fixes & Changes

  • Resolved a number of UI issues
  • Resolved a number of issues that didn’t really matter at all as they only happened to us
  • Using Retry Last Round on the round that you enter freeplay no longer restarts instead
  • Resolved an error message error when entering the wrong user/password combination
  • Resolved an issue where Hotkeys could fail to work after loading a save game
  • Challenge Editor tower lists should now automatically expand to fit new towers
  • Techbot non-pro no longer requires towers to be targeted to be unlinked
  • Team Mayors should be able to correctly change their team stance
  • Resolved a visual error where you could see 2 Diamondbacks
  • [Rogue] Diamondback will no longer ever upgrade to its Elite Bloon Spawns
  • [Rogue] Lych will no longer ever upgrade to its Elite Bloon Spawns
  • Resolved Navarch sometimes not moving platform towers correctly upon creation
  • Lv10 Quincy’s Rain of Arrows should no longer crash when targeting Glass Bloons
  • x4x Bounty Hunter’s passive Mark should have 18 radius regardless of crosspath
  • 4xx Abyssal Warrior correctly provides the Tentacle Ceramic damage not Dweller
  • 4xx Ball Lightning druid should no longer prevent MOABs being frozen
  • 140 Glue Strike’s damage bonus should now remain on Glued targets
  • 2xx Barracuda range should now correctly crosspath with higher tiers
  • 024 Full Auto Sniper now has correct damage and bonus values
  • Sandbox should no longer display every Diamond Bloon variant
  • Resolved an issue where Diamondback’s tail could be destroyed instantly

Frontier

  • Temporary Traits 'remaining rounds' countdown now displays in-game
  • Temporary Traits should now only count down when the tower is placed
  • Resolved an issue where cutscenes could interrupt Quick Draw causing defeat
  • Resolved an issue where beating rounds 66-70 before 65 could fail to grant Victory
  • Rohan Test Level black border no longer required for 110% completion, screw that guy
  • Resolved an issue where the path highlight could fail to display correctly
  • Reduced the life/stamina penalty for most Quickdraw games (mainly moab class)

Update: Bloons TD 6 v54.1 - Patch Notes!

If ya already read it last time, then you can move on!

General Fixes & Changes

  • Resolved a softlock from pressing ESC on the Daily Reward
  • Resolved a number of visual & crash issues related to new Teams UI
  • Resolved a crash that could occur when upgrading to a paragon linked to a techbot
  • Resolved a placement on Mushroom grotto were towers could not ever attack from
  • Resolved an issue with Tech Bot Prime’s footprint, allowing placement ontop of towers
  • 2xx Tech Bot Prime’s chain link should now work for towers placed after the link is set
  • x3x Tech Bot Prime’s manual ability trigger is no longer missing
  • 3xx Hype Boost Monkey should correctly increase tower range
  • xx1 Hype Boost Monkey should correctly be able to recharge its ability
  • Ice Paragon should now correctly deal increased damage to MOAB-Class Bloons
  • 3xx Boomerang Monkey resolved crosspathing issues with v54 balance changes
  • 4xx Druid Ball Lightning now ignores White Bloons unless it can actually damage them, instead of instantly being consumed and disappearing
  • x3x Velociraptor damage scale was lowered more than intended 8 > 12
  • xx4 Wizard Zombie Bloons should no longer rotate weirdly
  • Silas’ Ice Walls should not stop hitting DDTs at higher levels

Diamondback

  • Resolved visual asset overlay issues with Middle Segments
  • Resolved an issue where diamondback’s skull thresholds could be bypassed
  • Resolved an issue where diamondback’s tail would restore to full on Retry Round
  • Resolved an issue where damage could be dealt before spawn animation fully ended
  • Resolved diamondback’s health increasing on save-load in Rogue legend Stage Bosses
  • Diamondback in Rogue now has separate Diamond Bloon scaling
  • Normal mode tier 1 will no longer spawn Diamond Bloons
  • Normal mode Diamond Bloons will move slower than normal
  • Resolved an issue where some segments of diamondback were spawning far more Diamond Bloons than intended, and overall Diamond Bloon amount has been lowered
  • Diamond Bloon health reduced 100 > 80 and Diamonds spawned by the Diamondback now have alternate health values at each tier, starting off much lower than this.

Frontier

  • Resolved a number of UI & Animation issues
  • Collections can now be accessed and viewed from campfires
  • Bloon Speed has been lowered for the first Middle of the Road tile
  • Polished up spawn and wander logic for Lost Monkeys in the overworld
  • The Peace Popper sheriff weapon now correctly makes Bloon Duels easier
  • Zombies spawned by the Friendly trait by a Glue Gunner should no longer be invisible
  • Losing lives in the preview quest and then upgrading should no longer start at 1 life
  • Map transitions should no longer be able to trigger accidentally from long-range
  • Resolved a crash that could occur with certain temporary trait combinations
  • Resolved a crash that could occur selling Legendary Beast Handlers
  • Resolved an issue where heroes could be obtained from encounters
  • Resolved an issue Lost Monkeys could appear in Ranch Hands

Extremely Important; After deep reflection, internal debate, and consulting with a sentient banana, we confirmed that the 4xx Monkey Village upgrade, yes THAT beloved upgrade, was indeed suffering from a mid-life crisis. So what was happening? Well, in certain situations (all of them), the upgrade that is universally adored for its generosity and economic brilliance… Well it kinda just decided to become a capitalist landlord. Instead of making the first tier upgrades for Primary Monkeys free, it decided to take the more philosophical route “What if… I just kept the money for a jet ski?” and this resulted in players having to ‘pay’ for their tower upgrades that they emotionally and spiritually expected to receive at no cost. Absolutely scandalous behavior.

What's changed? We are pleased to confirm that:

  • The concept of 'free' has been restored to its former glory
  • Economic balance has been restored, and the Village has been sent to time-out
  • Monkeys everywhere are wiping away tears and hugging their dart monkey pals

A final note about appreciation. Let’s take a moment to appreciate Primary Mentoring, free tier 1 upgrades isn’t just a gameplay mechanic, it’s a lifestyle, a philosophy, a tasty snack for your wallet in a world where upgrades usually cost money. It saves you cash, it makes you feel smart, it is without exaggeration the only thing keeping Player 3 from going bankrupt. Tell your friends, tell player 3 (if they’ll stop farming for five seconds), tell that person who insists on placing Tack Shooters in the middle of a literal lake, tell anyone who will listen, let the world know ‘The free upgrades are back.’ Also Primary Expertise was fixed too, Celebrate! Rejoice! Place Villages with confidence once again! Go forth, defend, and—most importantly—stop eating the glue gunner's ammo while bathing in it.

reddit.com
u/rohan_spibo — 23 hours ago