STGN tiansjun
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v47.0 - Balance Changes 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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