btd6版本47.0平衡性調整


3樓貓 發佈時間:2025-02-06 16:09:12 作者:斌nds Language

塔防平衡性調整

本次更新中,《盜賊傳奇》佔據了我們幾乎所有的平衡性調整時間。然而,我們知道許多玩家期待每次更新的平衡性改動,所以在此列出一份簡短的簡易調整清單,這些改動預計不會對遊戲造成太大影響。另外,給我找些蜘蛛猴的圖片!

飛鏢猴

調整較低等級升級的費用,並提高中路線的攻擊速度,以便在 “超級猴粉絲俱樂部” 變形內外,這些升級都能更具價值。

200 “利刃飛鏢” 價格從 220 美元降至 200 美元。

300“尖刺投擲器” 價格從 300 美元升至 320 美元。

030“三連射” 價格從 400 美元升至 450 美元。

030“三連射” 同時將攻擊冷卻時間縮短 25%。

040“超級猴粉絲俱樂部” 價格從 7500 美元降至 7200 美元。

040“超級猴粉絲俱樂部” 將攻擊冷卻時間進一步縮短,從 25% 提升至 50%。

003“弩箭” 價格從 625 美元降至 575 美元。

004 “神射手” 價格從 2000 美元升至 2050 美元。

迴旋鏢猴

雖然較高等級的升級效果良好,但 “仿生迴旋鏢” 在這個價格區間的表現往往不如預期。030“仿生迴旋鏢” 價格從 1450 美元降至 1250 美元。

炸彈射手

下調 “氣球衝擊” 的價格,使其更符合其他早期輔助選項的定位,畢竟這是一條輔助路線。大幅提升碎片傷害,因為用眩暈時間換取傷害提升幾乎沒有理由。將部分成本上調至 “MOAB 刺客”,以便 “MOAB 猛擊者” 在遊戲前期有更多操作空間,並且在大規模使用時更合理。削減底部路線所有升級費用約 10%,因為即使在近期增強後,“炸彈突襲” 這條路線在有效使用時仍存在諸多缺點。

400“氣球衝擊” 價格從 3200 美元降至 2800 美元。

202“碎片炸彈” 傷害從 1 提升至 2。

302“超大炸彈” 碎片傷害從 3 提升至 6。

502“氣球粉碎” 碎片傷害從 24 提升至 36。

030“MOAB 猛擊者” 價格從 1100 美元降至 1000 美元。

040 “MOAB 刺客” 價格從 3350 美元升至 3450 美元。

003 “集束炸彈” 價格從 800 美元降至 700 美元。

004“遞歸集束炸彈” 價格從 2800 美元降至 2500 美元。

005“炸彈突襲” 價格從 25500 美元降至 23000 美元。

冰猴

期待已久的調整 ——“絕對零度” 終於能夠在其半徑範圍內減速 MOAB 級氣球,此外,雖然它在半徑內沒有氣球時無法主動攻擊,但它的主要攻擊能在短時間內凍結整個屏幕上的非 MOAB 級氣球!對底部路線的冰猴進行微調,使其與價格相近的輔助選項保持一致,而且 “冰錐” 的通用性感覺不夠,這限制了選擇這條路線的可能性,因此它將獲得 5 級升級帶來的攻擊速度提升。

050“絕對零度” 的風減速光環能使半徑內的 MOAB 減速 20%。

050“絕對零度” 的攻擊獲得第二個半徑範圍,可在地圖上任何位置凍結一層非 MOAB 級氣球 0.75 秒。

003“低溫加農炮” 價格從 1950 美元降至 1750 美元。

004“冰錐” 攻擊冷卻時間從 1 秒降至 0.75 秒。

005“冰錐穿刺” 保持不變。

膠水槍手

與其他輔助選項相比,提升 “氣球溶解器” 對陶瓷氣球的傷害,並對價格進行小幅調整,使 “膠水軟管” 在通往 “膠水打擊” 的升級過程中更具性價比。

300“氣球溶解器” 對陶瓷氣球的額外傷害從 1 提升至 2。

400“氣球液化器” 保持不變。

030“膠水軟管” 價格從 2100 美元降至 1950 美元。

040“膠水打擊” 價格從 3850 美元升至 4000 美元。

潛艇猴

降低 “能量充能器” 的價格,以減少相關搭配組合的成本。“穿甲飛鏢” 潛艇通常是一個艱難的選擇,因為儘管它們的單體目標傷害大幅提升,但就成本而言,穿透能力不足,所以 4 級價格下調,5 級獲得額外的空中爆炸效果,使其作為處理更高穿透需求的升級選項更具吸引力。

500 “能量充能器” 價格從 31000 美元降至 28000 美元。

004“穿甲飛鏢” 價格從 3000 美元降至 2500 美元。

005“潛艇指揮官” 的空中爆炸次數從 3 次增加到 5 次。

海盜猴

目前我們對 “海盜王” 的表現感到滿意,但 “海盜猴群” 受到改動的影響較大,因此降低其成本,以鼓勵多選擇中路升級。

040“海盜猴群” 價格從 4900 美元降至 3900 美元。

050“海盜王” 價格從 26000 美元升至 27000 美元。

王牌猴

升級基本的 “轟炸飛行” 從來不是選擇這條路線的原因,所以我們全面提升這方面的能力,同時縮短 “歸零之地” 的冷卻時間,使其與 5 級升級相匹配。

040“歸零之地” 技能冷卻時間從 45 秒降至 35 秒。

040“歸零之地” 轟炸飛行傷害從 10 提升至 15。

050“沙皇炸彈” 轟炸飛行傷害從 15 提升至 30。

直升機飛行員

提高 “阿帕奇飛鏢船” 的移動速度,使其與 “阿帕奇 Prime” 相匹配,以便在一些更困難的情況下,特別是在分散路徑地圖上,能更巧妙地發揮作用。

400“阿帕奇飛鏢船” 最大移動速度從 50 提升至 60。

500“阿帕奇 Prime” 保持不變。

迫擊炮猴

對較少使用的持續傷害交叉路徑進行改進,並提升 4 級的傷害,因為它在本職工作上表現有效,但在撕裂金屬帶之外的通用性不足。

400“大炸彈” 傷害從 8 提升至 10。

400“大炸彈” 持續傷害從 7 提升至 12。

500“最大炸彈” 持續傷害從 60 提升至 65。

032“重型炮彈” 持續傷害從 3 提升至 4。

042“火炮炮臺” 持續傷害從 4 提升至 6。

004“粉碎炮彈” 對 MOAB 的燃燒傷害從 10 提升至 20。

機關槍猴

調整表現不佳的 3 級升級價格,並進一步提高在 MOAB 摧毀方面表現出色的 “M.A.D.(瘋狂機關槍)” 的價格。

030“九頭蛇火箭艙” 價格從 4800 美元降至 4500 美元。

040“火箭風暴” 價格從 5550 美元升至 5850 美元。

050“M.A.D.(瘋狂機關槍)” 價格從 60000 美元升至 65000 美元。

巫師猴

“大魔法師” 似乎仍傾向於 502的交叉路徑,所以進一步增強其火焰攻擊。“召喚鳳凰” 在處理單體目標時很早就開始顯得乏力,所以再次降低其成本,以便在面對太多更強的目標之前,能有更多機會選擇它。“微光” 作為反隱身選項,由於效果不穩定而表現不佳,因此提高其攻擊速度。

520“大魔法師” 火球對 MOAB 級氣球的額外傷害從 27 提升至 36。

520“大魔法師” 火焰之牆對 MOAB 級氣球的額外傷害從 4 提升至 8。

500“大魔法師” 龍息對 MOAB 級氣球的額外傷害從 6 提升至 10。

040“召喚鳳凰” 價格從 7000 美元降至 6000 美元。

050“巫師領主鳳凰” 龍息攻擊持續傷害從 10 提升至 30。

050“巫師領主鳳凰” 龍息持續傷害持續時間從 3 秒增加到 15 秒。

003“微光” 反隱身脈衝攻擊冷卻時間從 2.5 秒降至 2 秒。

忍者猴

“爆破大師” 的建造成本較高,且引信時間限制了其單體目標傷害能力,所以大幅提高其粘性炸彈攻擊的速度。005“爆破大師” 粘性炸彈攻擊冷卻時間從 4.5 秒降至 2.25 秒。

鍊金術士

中路鍊金術士的使用場景複雜,付出與回報不成正比,因此降低價格。“橡膠變黃金” 的減益效果不再只是一個小眾的收入來源,現在它被重新設計為在一段時間後失效,但在這段時間內,它將消除氣球的特性。這會帶來一些非常有趣的搭配選擇。

030“不穩定藥劑” 價格從 3000 美元降至 2800 美元。

040“變形藥劑” 價格從 4500 美元降至 4200 美元。

004“橡膠變黃金” 持續時間從無限降至 7 秒。

004 “橡膠變黃金” 減益效果在持續時間內還會禁用鉛屬性。

004“橡膠變黃金” 減益效果在持續時間內還會禁用黑色屬性。

004“橡膠變黃金” 減益效果在持續時間內還會禁用白色屬性。

004“橡膠變黃金” 減益效果在持續時間內還會禁用紫色屬性。

德魯伊

雖然單個調整幅度不大,但價格降低應該能累積起來,為完整的 “繁盛之林” 配置節省一些開支。004 “繁盛之林” 價格從 2500 美元降至 2350 美元。

美人魚猴

中路直到 5 級的穿透能力都不足,所以現在將整條路線的穿透能力提升至與 5 級匹配。“共鳴旋律” 很強大,但 “迷人旋律” 作為僅針對氣球的拖延手段,效果不穩定,所以這裡的穿透能力也提升至與 4 級匹配。

030“激流冠軍” 穿透從 12 提升至 18。

040“極地騎士” 穿透從 12 提升至 18。

050“波塞冬之怒” 穿透不變。

003“迷人旋律” 催眠穿透從 3 提升至 4。

尖刺工廠

經過深思熟慮,我們目前仍不打算對廣受歡迎的 “永久尖刺” 升級進行大規模改動,所以我們決定,為了貫徹這一想法,最佳行動方案就是暫不做任何改變。這種不做改變的嘗試理論上應能防止在本次更新中對該特定升級進行任何改動,從而使 “永久尖刺” 與當前狀態極為相似。至少目前如此。005“永久尖刺” 不變。

工程師

大量的哨塔會造成屏幕雜亂,而且當你可以超頻工程師本身來建造更多哨塔時,這種情況就顯得不必要了。哨塔不再能被 “超頻” 技能選中。

馴獸師

作為一項優化遊戲體驗的改進,馴獸師的移動冷卻時間現在已分開設置。“魚” 和 “恐龍” 升級現在有各自獨立的重新定位冷卻時間。

英雄平衡性調整

格溫多琳

利用這個機會加強一些火與水的協同效果。9 級時,燃燒持續時間每級增加 1 秒。

奧賓・格林富特

鑑於本傑明和傑拉爾多主導了主要的收入策略,我們希望將另一個英雄選擇納入收入組合。由於奧賓對德魯伊的增益目前在中路德魯伊上的應用效果最差,所以我們從提升 “叢林賞金” 的現金生成開始。

5 級時,在 “叢林賞金” 技能作用半徑內使用該技能,還能增加 20% 的收入。

丘吉爾艦長

鑑於丘吉爾達到高等級難度較大,“彈幕” 技能需要在高等級時有更多收益。

13 級時,“MOAB 彈幕” 傷害從 200 提升至 250。

17 級時,“MOAB 彈幕” 傷害從 200 提升至 500。

20 級時,“MOAB 彈幕” 傷害從 500 提升至 1000。

本傑明

早期收入的滾雪球效應已大大偏向傑拉爾多,所以進一步提高本傑明的基礎現金生成能力。

1 級時,現金生成從 80 提升至 90。

2 級時,現金生成從 120 提升至 140。

羅薩莉亞

羅薩莉亞在高波次表現不夠出色,所以增加她手榴彈的直接穿透能力,並且提高 “腎上腺素激增” 的最大疊加層數,以應對更多數量的氣球。

2 級時,手榴彈穿透從 8 提升至 10。

13 級時,手榴彈簇穿透從 8 提升至 10。

4 級時,“腎上腺素激增” 最大疊加層數從 20 增加到 25。

11 級時,“腎上腺素激增” 最大疊加層數從 30 增加到 40。

17 級時,“腎上腺素激增” 最大疊加層數從 40 增加到 60。

首領戰調整

布拉斯特波普洛斯

特別是在較低等級時,布拉斯特波普洛斯的眩暈效果相當苛刻,所以我們降低了基礎眩暈持續時間,並隨著等級提升逐步增加,而不是一開始就設置得很高。

熱度條在首領出現時不再立即充滿。

眩暈持續時間減少:

過熱初始眩暈持續時間從 5 秒降至 4 秒。

1 級火球眩暈持續時間從 4 秒降至 2 秒。

2 級火球眩暈持續時間從 4 秒降至 2 秒。

3 級火球眩暈持續時間從 4 秒降至 3 秒。

4 級火球眩暈持續時間從 4 秒降至 3 秒。

5 級火球眩暈持續時間從 4 秒降至 3 秒。

恐懼氣球

3 級精英岩石氣球生命值從 10000 降至 9000。

岩石氣球現在根據首領生命值 / 速度修正進行縮放。

未來展望

通常我們每年的第一次更新規模較小,但 2025 年的 47.0 版本《盜賊傳奇》為這一年開了個好頭,我們對今年餘下的時間也有宏偉計劃。我們每年的規劃很大程度上取決於團隊對哪些內容充滿熱情,在此有兩件事要與大家分享。首先是《傳奇》系列本身,團隊以全新的方式合作,在藝術風格、設計思路和代碼框架等未曾嘗試的方向上努力,力求做出我們迄今為止最出色的作品。其次是去年年底的回顧總結,我們興致勃勃地為各種新猴子(防禦塔、英雄、非玩家角色)展開頭腦風暴,這讓我們想起自己對猴子本身所蘊含的原始遊戲機制和個性是多麼熱愛。我們希望在 2025 年及以後,將這份靈感轉化為精彩的更新,為大家帶來新的玩法、新的挑戰,以及對大家投入遊戲時間的豐厚回報。感謝大家一直以來的支持!

傳奇系列:

我們希望大家喜歡《盜賊傳奇》,並認為該 DLC 的價格與數十小時可重複遊玩且不斷推進的遊戲體驗相比是物超所值的。推出新的內購項目和 DLC 是我們繼續提供其他大型更新而無需玩家額外付費的最佳方式。只有當玩家認為價格合理且遊戲體驗有價值時,我們才會滿意,所以我們會積極回應大家的反饋。

正如去年首次提及《傳奇》系列時所討論的,我們計劃每年推出 2 個《傳奇》DLC 戰役(不包括去年計劃推出的《盜賊傳奇》

以上是機翻,原文如下:

Tower Balance

Rogue Legends took up nearly all of our balance time for this update, however as we know many players look forward to the balance changes each update we’ve included a quick list of simpler changes that shouldn’t be too game breaking. Also get me pictures of spider monkeys!

Dart Monkey

Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.

2xx Razor Sharp Shots price reduced from $220 > 200

3xx Spike-o-pult price increased from $300 > 320

x3x Triple Shot price increased from $400 > 450

x3x Triple Shot also reduces attack cooldown 25%

x4x Super Monkey Fan Club price reduced from $7500 > 7200

x4x Super Monkey Fan Club reduces attack cooldown further 25% > 50%

xx3 Crossbow price reduced from $625 > 575

xx4 Sharpshooter price increased from $2000 > 2050

Boomerang Monkey

While the higher tier upgrades work well, Bionic Boomerang is often not as effective as expected for this price range.

x3x Bionic Boomerang price reduced from $1450 > 1250

Bomb Shooter

Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.

4xx Bloon Impact price reduced from $3200 > 2800

202 Frag Bombs damage increased from 1 > 2

302 Really Big Bombs frag damage increased from 3 > 6

502 Bloon Crush frag damage increased from 24 > 36

x3x MOAB Mauler price reduced from $1100 > 1000

x4x MOAB Assassin price increased from $3350 > 3450

xx3 Cluster Bombs price reduced from $800 > 700

xx4 Recursive Cluster price reduced from $2800 > 2500

xx5 Bomb Blitz price reduced from $25500 > 23,000

Ice Monkey

A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.

x5x Absolute Zero wind slow aura slows MOABs in radius 20%

x5x Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s

xx3 Cryo Cannon price reduced from $1950 > 1750

xx4 Icicles attack cooldown reduced from 1s > 0.75

xx5 Icicle Impale unchanged

Glue Gunner

Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.

3xx Bloon Dissolver bonus damage to Ceramic increased from 1 > 2

4xx Bloon Liquefier unchanged

x3x Glue Hose price reduced from $2100 > 1950

x4x Glue Strike price increased from $3850 > 4000

Monkey Sub

Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself

5xx Energizer price reduced from $31,000 > 28,000

xx4 Armor Piercing Darts price reduced from $3000 > 2500

xx5 Sub Commander number of airbursts increased from 3 > 5

Monkey Buccaneer

We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.

x4x Monkey Pirates price reduced from $4900 > 3900

x5x Pirate Lord price increased from $26,000 > 27,000

Monkey Ace

Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.

x4x Ground Zero ability cooldown reduced from 45s > 35s

x4x Ground Zero bombing run damage increased from 10 > 15

x5x Tsar Bomba bombing run damage increased from 15 > 30

Heli Pilot

We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps

4xx Apache Dartship max move speed increased from 50 > 60

5xx Apache Prime unchanged

Mortar Monkey

Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.

4xx The Big One damage increased from 8 > 10

402 The Big One damage over time increased from 7 > 12

502 The Biggest One damage over time increased from 60 > 65

032 Heavy Shells damage over time increased from 3 > 4

042 Artillery Battery damage over time increased 4 > 6

xx4 Shattering Shells MOAB Burn damage increased 10 > 20

Dartling Gunner

Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.

x3x Hydra Rocket Pods price reduced from $4800 > $4500

x4x Rocket Storm price increased from $5550 > $5850

x5x MAD price increased from $60,000 > 65,000

Wizard Monkey

Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.

52x Archmage fireball bonus to MOAB-Class increased from 27 > 36

52x Archmage wall of fire bonus to MOAB-Class increased from 4 > 8

5xx Archmage dragon's breath bonus to MOAB-Class increased from 6 > 10

x4x Summon Phoenix price reduced from $7000 > 6000

x5x WLP dragon’s breath attack damage over time increased from 10 > 30

x5x WLP dragon’s breath damage over time duration increased from 3s > 15s

xx3 Shimmer camo pulse attack cooldown reduced from 2.5s > 2s

Ninja Monkey

Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.

xx5 Master Bomber sticky bomb attack cooldown reduced from 4.5s > 2.25

Alchemist

Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.

x3x Unstable Concoction price reduced from $3000 > 2800

x4x Transforming Tonic price reduced from $4500 > 4200

xx4 Rubber to Gold duration reduced from MAX > 7s

xx4 Rubber to Gold debuff also disables Lead property for duration

xx4 Rubber to Gold debuff also disables Black property for duration

xx4 Rubber to Gold debuff also disables White property for duration

xx4 Rubber to Gold debuff also disables Purple property for duration

Druid

Not a huge change on its own, but reduced price should add up and shave off some spending for full Poplust setups.

xx4 Poplust price reduced from $2500 > 2350

Mermonkey

Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.

x3x Riptide Champion pierce increased from 12 > 18

x4x Arctic Knight pierce increased from 12 > 18

x5x Popseidon pierce unchanged

xx3 Alluring Melody trance pierce increased from 3 > 4

Spike Factory

After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.

xx5 Permaspike unchanged

Engineer

This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.

Sentries can no longer be targeted for Overclock

Beast Handler

As a quality of life improvement, Beast Handler movement cooldowns have now been separated

Fish & Dino upgrades now have individual repositioning cooldowns

Hero Balance

Gwendolin

Taking the opportunity to invest in some fire & water synergy

Lv9 Burn duration increased +1s per level

Obyn Greenfoot

As Benjamin & Geraldo dominate the main income strategies we want to push up another hero choice into the income mix, as Obyn’s druid benefits are currently applied the least effectively to middle path Druid we’re starting this off by giving a Cash Generation boost for Jungle’s Bounty.

Lv5 also grants increased income to Jungle’s Bounty ability used within radius +20%

Captain Churchill

Given how hard it is to get to high levels with Churchill, the Barrage ability needs much more high level payoff.

Lv13 MOAB Barrage damage increased from 200 > 250

Lv17 MOAB Barrage damage increased from 200 > 500

Lv20 MOAB Barrage damage increased from 500 > 1000

Benjamin

Early income snowballing has shifted favour greatly over to Geraldo, so Ben’s baseline cash generation is being increased more.

Lv1 Cash Generation increased from 80 > 90

Lv2 Cash Generation increased from 120 > 140

Rosalia

Rosalia doesn't fly strongly into high rounds so she is gaining more direct Grenade pierce, and Adrenaline Rush’s maximum is increasing to scale up into larger groups of Bloons.

Lv2 Grenade pierce increased from 8 > 10

Lv13 Grenade Cluster pierce increased from 8 > 10

Lv4 Adrenaline Rush max stacks increased from 20 > 25

Lv11 Adrenaline Rush max stacks increased from 30 > 40

Lv17 Adrenaline Rush max stacks increased from 40 > 60

Bosses

Blastapopoulos

Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately.

Heat Bar no longer fills immediately on Boss Spawn

Stun durations reduced

Overheating initial stun duration reduced from 5s > 4s

T1 Fireball stun duration reduced from 4s > 2s

T2 Fireball stun duration reduced from 4s > 2s

T3 Fireball stun duration reduced from 4s > 3s

T4 Fireball stun duration reduced from 4s > 3s

T5 Fireball stun duration reduced from 4s > 3s

Dreadbloon

T3 Elite Rock Bloons health reduced from 10,000 > 9,000

Rock Bloons now scale with boss HP/Speed modifiers

Looking Forward

Usually our first update for the year is a humble offering, but Rogue Legends in 47.0 gets 2025 off to a massive start, and we have big plans for the rest of the year. A huge part of our planning each year leans into what the team is excited to work on, and we have two experiences to share. The first is Legends itself, which saw the team working together in a whole new way, pushing art styles, design thinking, and code framework in untried directions and pushing ourselves to do some of our best work yet. The second was our end-of-year retrospective when we got very excited brainstorming new Monkeys of all kinds (Towers, Heroes, NPCs), which reminded us how much we enjoy the raw game mechanics and personalities that start with the Monkeys themselves. We hope to carry this inspiration throughout 2025 and beyond to create awesome updates that give you new ways to play, new challenges, and rich rewards for the time you share with this game we love making so much. Thank you for your continued support!

Legends

We hope everyone loves Rogue Legends and finds the DLC cost more than fair for the dozens of hours of replayable and progressive gameplay. Having new IAPs and DLCs is the best way for us to continue to deliver other big updates that don’t require additional spend. We won’t be satisfied unless players find the prices fair and the game experience rewarding, so we’ll be responsive to feedback.

As discussed when we first mentioned Legends last year, we are planning 2 Legends DLC campaigns per year (not counting Rogue, which was planned for last year). So some teasers…

Desperado Legends - explore the Monkey Wild West within a map that dynamically reacts to your actions and allows other customizations. Go fishing, watch Bloon races, recruit posse members, hunt bounties, and go after the targets on the Most Wanted list. Highly stylized and replayable, planned for mid-year.

Runic Legends - an epic crafting/modding-focused campaign, taking the raw elements of Monkey Knowledge and Artifacts and putting them in player’s hands. Find individual elements and combine them to create Monkeys with specializations far beyond their crosspaths. Get ready for mod-inspired madness with custom rounds to handle the power creep.

Monkey Focus

Many players love the additions we make to Paragons and Bosses and we are planning at least 1 Paragon and 1 Boss for the year, but given the team’s excitement around new Monkeys, we are going to spend more time on new Heroes and new Towers this year, and have plans for 1 of each.

We’re also thinking about Powers, in decidedly Monkeyish and path-based ways. That 0-0-0 Cavemonkey got the wheels turning. No firm plans for Powers Pro this year but a couple of us really want it.

Game Editor

The work on Tower-Game-Mod Editor is progressing well, but the goals are morphing, as we found that adding elements to make a complete mode wasn’t as fun to play with as getting into the scripts that make up each Monkey and playfield element. So we’re taking more time to focus on that, working with a few awesome community modders. This will not land as a .x update to 47 or in 48; please give us a bit more time, and we’ll give more details later about when this will be ready for a first version.

Console

Xbox players, please accept our apologies for the delay in getting the content patch out. We had to revert it when we saw login issues for some players. We are still working to fix this and will update as soon as possible.

The main push for all consoles is to get the console branch on “main” - merged and unified with the entire BTD6 game project. This will get us much closer to content parity, and it will allow controller support to move forward on all platforms, which is good news for Steam Deck as well.

Switch is making great strides and will launch alongside this main branch integration. We are hoping to have this work completed and have Switch submitted by June this year.

Crossovers

Our partnership with Mattel’s Masters of the Universe franchise continues, and we’re excited to introduce She-Ra and Skeletor Hero Skins into the game this year. As licensed content, these will be IAP-only skins as that is the only way we can pay for the license accurately.

You may have questions about why this brand, but do know that we have fans on the team, which makes a big difference to us. We also think it will make more sense to everyone once hype starts to build for the 2026 feature film.

We don’t have plans for any other crossovers this year, but we do see them as a good way to bring fans of other IPs into Bloons for the first time. We will be thinking about other crossovers when they excite the team and feel like fun and creative fits with the Monkeys.

Teams

We want to provide more to do with friends, either RL friends or cool people that you’ve friended up in game. One of the main blockers to Teams is the ownership model for Team Store items, so we’re planning to revamp that to allow more ability to keep items and display items on the Team Island.

We’ve also heard that many people want Team activities for the main game, so we are looking into a Social Goals feature that will provide multiple challenges and rewards for hitting Team targets across all types of BTD6 play.

And the biggest Team is everyone, so we’d also like to add some epic all players Goals to offer us a chance to truly all play together for fun event-based rewards!

We hope that sounds like a fun year ahead! As always, let us know what you think, as our discussion with our awesomer player community is one of the things we love most about building games. Cheers to 2025 and beyond!


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