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    Wednesday, September 2, 2020

    Bloons TD 6 Bloons TD 6 - Update Notes! Version 20.0

    Bloons TD 6 Bloons TD 6 - Update Notes! Version 20.0


    Bloons TD 6 - Update Notes! Version 20.0

    Posted: 01 Sep 2020 04:30 PM PDT

    Bloons TD 6 - Update Notes! Version 20.0

    https://preview.redd.it/kb82tmlgfmk51.png?width=350&format=png&auto=webp&s=4b19ab4bd09a8bc12da5146b3cc57a8a5b387ea2

    New Awesome

    • New air-based drone hero, Etienne!
      • Etienne controls an army of drones to take out the Bloons from above & behind cover, watch out for his abilities which supercharge his drones temporarily & unleash a barrage of Bloon doom from above
    • New Advanced Map, Mesa
    • New Admiral Brickell Skin, Dread Pirate Brickell
    • Expanded Odyssey Events system
      • Extreme Mode added! When set to Extreme mode once your monkeys are placed they are used up! Be careful how many you use on early islands!
      • Do note that Heroes will always fight by your side and will not be consumed in Extreme mode.
      • Odysseys now display a stats summary at the end with a number of interesting details including total time taken
      • Finalized all the map statues for Odyssey, this now allows us to make any map available during the event. Which maps would you like to see next?
      • Added Clear All Monkeys / Powers options for crew selection
      • Added a number of new Odyssey related achievements!
      • Odyssey crew panels now show their category coloring
      • Odyssey events now offer a replay option after being completed, but note that this does not increase the rewards earned. The thinking behind this to try different builds and create personal challenges for friends and community.
    • New Trophy Store items
      • New Player Icons for Adora, Engineer, Brickell & Benjamin
      • New Hero items Obyn Ghost Wolf, Ezili Frog & Striker Jones Paradrop placement
      • New Bloon Modifiers Top Hats, Mo' Monkeys pop fx, Sci Fi BFB & Steampunk ZOMG
      • New Co-op emotes Let's Go!, OK, Crickets, & Sparkling Hearts
      • New Music Track Sunset - Silent Night

    Key Features

    • Co-op players may now change their hero in the co-op lobby
    • Races will now display a popup showing how much faster/slower you are doing compared to your best time every 5 rounds
    • Fortification Bands have been added to skinned versions of MOABs
    • In-game update notes can now be viewed from the options page on the main menu

    Big Changes / Additions

    • A larger overall behind the scenes change splitting up our assets and the way they load/download. This won't have too noticeable an impact on this update but in the future should allow us to have more flexibility in cutting down the size of updates.This should also help with memory, and help us find memory leaks
    • There were some good requests for help in something other than a Quincy start, so we have tweaked the Expert Infernal map slightly to allow for some more varied starting strategies
    • Prevented a crash or game quit upon the last seconds of a final round from failing to award a completion medal
    • Lots of changes related to the way the game saves & loads, should improve load times and load certain other things in a more natural state
    • Purchasing any trophy items should correctly trigger an immediate backup to the server
    • Instamonkeys in combinations of 110/101/011 and 220/202/022 should correctly be able to appear in their respective drop pools for all cases of randomised Tier 1 & 2 Instamonkeys
    • Incorrect or 'Unknown Powers' will no longer be stored in account save files. This should prevent 'infinite notifications' on the power screen when the player can never view them.

    Bug Fixes & General Changes

    • Playing a new game over the top of an old save should no longer double stack the stats summary at the end
    • Added some effects limitation to help improve performance
    • Map: In The Loop now allows for collision with the trees for Juggernaut projectiles
    • Co-op improvements made to 'game start disconnects'
    • Co-op double tapping join button should no longer cause an occasional crash
    • Co-op improvements to 'Local Lobby' system including a refresh button on the page
    • Co-op: cleaned up how the game handles disconnecting and reconnecting in lobbies
    • Daily Challenges now have a modifier icon to display when a challenge does not allow for a round 100 Instamonkey reward to be claimed
    • Corrected some visual issues with the water on Adora's Temple
    • The tutorial should no longer count as a game played in player stats
    • Double tapping events menu will not load it twice anymore
    • Some localization formatting & translation fixes
    • Resolved an issue where playing custom challenges would reroll collection event bonus maps
    • Chromebook touchpads should function like steam touchpads now.
    • Behind the scenes components cleanup to MOAB-class assets & damage states
    • Performance improvements for all cash-related modifiers applied to Bloons
    • Resolved a number of height issues related to redeploying towers
    • Receiving a conflict popup while another menu is open in game should no longer cause the game to lock up
    • All hero placement related animations & voice lines should work correctly now even if the hero starts above level 1
    • Resolved an issue causing some models on the main menu to t-pose occasionally

    Race specific:

    • Exiting from viewing a player profile from a leaderboard should no longer throw you down the list
    • Viewing a Profile created on a future version will no longer cause a crash
    • Race timer should now immediately stop when the last Bloon is popped
    • Races once again correctly display your own rank
    • Display of the race leaderboard will update less frequently for players with scores outside of the top 100

    Dart Monkey

    • Master Double Cross no longer allows you to use 1 Crossbow Master in Daily Challenges where this tower is prohibited

    Ice Monkey

    • 000 Base Ice Monkey attack hitbox should allow it to hit Bloons from below the track now
    • 4xx Embrittlement description updated to mention camo & property removal

    Monkey Sub

    • 2xx Sub portrait has been corrected to fit the model better
    • x5x Pre-Emptive Strike description reworded as the effect is very different to 'MOAB Assassin'

    Monkey Buccaneer

    • 5xx Carrier Flagship should no longer inflate summary screen stats when save is loaded

    Monkey Ace

    • Should no longer cause a crash on Geared when map is turning
    • x4x Ground Zero description updated to include base Bombs being upgraded

    Heli Pilot

    • Should no longer cause a crash on Geared when map is turning
    • Resolved a crash related to 2 chinook helis targeting the same tower
    • Co-op no longer allows towers to be upgraded while redeploying

    Mortar Monkey

    • 5xx The Biggest One description updated as it deals much more damage now
    • x5x Artillery Battery description updated as 'triple pain' doesn't describe 4x attack speed very well

    Wizard Monkey

    • x4x Phoenix summons should no longer be consumed when moving off an ice platform
    • xx5 Prince of Darkness should no longer display buff icon when placing towers that cannot receive its buff

    Super Monkey

    • 5xx Resolved a number of art issues on gained temple powers

    Alchemist

    • 3xx Lower tier brews should no longer cancel out higher tiers from upgrading the tower's buff when they target the same tower at the same time

    Druid

    • xx3 Druid of Wrath description updated to "attacking Bloons" not "popping"
    • xx4 Poplust description updated to mention 'pierce' not just attack speed

    Banana Farm

    • xx2 Banana Salvage now gives the correct amount of cash

    Spike Factory

    • x5x Carpet of Spikes now correctly gains +2 damage to all, not just 1

    Monkey Village

    • xx4 Monkey City description updated to include increased cash production in radius
    • xx5 Monkeyopolis no longer takes buffs from Alchemist

    Engineer

    • 5xx Sentry Paragon should no longer cause a secondary explosion when manually sold
    • xx4 Bloontrap, resolved collection sometimes displaying less cash than it should

    Striker Jones

    • Fixed Co-op icon emote for Octojones

    Obyn Greenfoot

    • Resolved an issue where reloading with level 20 Obyn reduced Wall of Trees to level 10
    • Resolved an issue with reloading a CHIMPS save file giving the wrong cash value from Wall of Trees

    Benjamin

    • Resolved a sequence of cash multipliers with Syphon Funding that could cause Bloons to give negative cash upon pop

    Admiral Brickell

    • Resolved an issue where reloading with level 20 Brickell reduced Mega Mine to level 10

    Energising Totem

    • Some UI issues cleaned up

    Balance Changes

    Dart Monkey

    Dart Monkey at its core is an early game focus tower, so we added some projectile speed options to try and help with its tendency to miss faster Bloons. Spike-o-pult's rate was also increased and damage type changed to shatter to be more versatile of a stepping stone in niche setups saving for Juggernaut

    • xx2 Enhanced Eyesight projectile speed increased 300 -> 330
    • xx3 Crossbow projectile speed increased from 300 -> 360
    • xx4 Sharp Shooter projectile speed increased from 300 -> 400
    • xx5 Crossbow Master remains at 450 speed
    • 3xx Spike-o-pult can now damage frozen Bloons type changed Sharp -> Shatter
    • 3xx Spike-o-pult rate increased from 1.25s -> 1.15s
    • 4xx Juggernaut DOES NOT carry over this rate increase

    Bomb Shooter

    We're really excited about the recent rise in Bomb fame, and we want to encourage this by buffing some of the detracting parts of Bomb Shooters. But larger groups of basic T3 Maulers are now performing far too well against everything when they are intended to be more of a MOAB Specialist. This change means little in the early game, but should pull these groups back a little in more higher round gameplay.

    • 3xx Really Big Bombs damage increased 2 -> 3
    • 4xx Bloon Impact does NOT gain any improvement from this change
    • x3x MOAB Mauler Ceramic bonus reduced from 5 -> 4
    • x4x MOAB Assassin MOAB bonus increased from 18 -> 25
    • x5x MOAB Eliminator MOAB bonus increased from 79 -> 99

    Tack Shooter

    Inferno Ring has felt very outclassed for a long time, and more recently the tack shooter was reworked to give pierce on x2x which made the old 402 pierce crosspath not make as much sense anymore. We wanted to start work on both these issues together by reworking how Ring of Fire and Inferno Ring interact with crosspaths

    • 401 Ring of Fire & Inferno Ring no longer gain pierce +10
    • 402 Ring of Fire & Inferno Ring no longer gain pierce +10
    • 410 Ring of Fire & Inferno Ring now increase total pierce by +10
    • 420 Ring of Fire & Inferno Ring now increase total pierce by +10
    • 402 Ring of Fire now increases base damage from 3 -> 4
    • 502 Inferno Ring now increases base damage from 4 -> 5

    Glue Gunner

    Many people seem to agree 5xx Glue is 'good', but simply outclassed (mainly by 5xx mortar at a similar price). This won't completely fix that, we hope to work on making the earlier stepping stone tiers a little easier to use and provide the 520 crosspath with a better niche by making Bloon Solver benefit from all pierce twice as much (which x2x provides).

    • 3xx Bloon Dissolver $3,300 -> $2,700
    • 4xx Bloon Liquifier $7,000 -> $6,500
    • 5xx Bloon Solver now fires 2 projectiles per attack
    • 5xx Bloon Solver splash pierce reduced from 11 -> 4
    • 510 Bloon Solver splash pierce reduced from 12 -> 5
    • 520 Bloon Solver splash pierce reduced from 15 -> 9

    Sniper Monkey

    This tower felt like it's strength too heavily required the xx2 upgrade, and that this harmed crosspath choices. So we increased the base attack rate while nerfing the increase from these upgrades. This is a slight overall buff

    • 000 Sniper Monkey fire rate increased from 2s -> 1.59
    • xx1 Fast Firing rate bonus reduced from 35% -> 30%
    • xx2 Even Faster Firing rate bonus reduced from 40% -> 30%
    • 5xx Cripple MOAB duration rates for stun/debuff increased
      • MOAB 6 -> 7
      • BFB 3 -> 6
      • ZOMG 1.5 -> 3
      • DDT 1.5 -> 4
      • BAD 0.25 -> 0.75

    Monkey Sub

    The cost efficiency of Sub Commander's +5 pierce favored low tiers more than we'd like. Fortunately other paths of sub don't care so much about pierce, so as xx4 AP Darts gives its own large pierce increase we hope lowering the amount of this buff slightly will make driving to T4 more meaningful.

    • xx5 Sub Commander pierce buff reduced from 5 -> 4

    Heli Pilot

    Pursuit Downdraft has felt like an overperformer for a very long time, but instead of outright nerfing it we increased crosspath potential for those who manually take control over their heli micro. On the opposite end of the spectrum, Pursuit Razor Rotors has underperformed due to distancing itself far too much, so we increased the range of this attack slightly.

    • 300 Razor Rotors area increased from 33 to 35
    • 030 blow rate reduced from 0.125 -> 0.15
    • 032 blow rate increased from 0.125 -> 0.12
    • xx4 Comanche Defense duration increased 10 -> 12

    Wizard Monkey

    Second and third path upgrades get some fine tuning for more internal consistency. We want to make slow tweaks here to bring them into better balance

    • 031 Dragon's Breath crosspath now benefits from increased pierce 4 -> 6
    • x4x & x5x Phoenix summon states should now save between games
    • xx3 Shimmer price reduced from $1800 -> 1700
    • xx5 Unpopped Army, we know how badly changes are wanted here, but there was more to do than we could achieve in this update

    Super Monkey

    We were finally able to properly implement a popular suggestion for the Robo Monkey, and will be keeping an eye on it's performance more closely in this update. In addition to this, Dark Knight's reliance on Alchemist/Obyn to reach a reasonable pierce value made it too difficult to enjoy teleporting around using Dark Knight's new ability so we tried to cut out that dependency with a sizable pierce increase.

    • x3x Robo Monkey is now able to independently set its arms to different target priorities
    • xx3 Dark Knight pierce increased from 3 -> 5 (please note the xx4 Dark Champion does not inherit the pierce buff from xx3)

    Alchemist

    Alchemist is already widely used, but we thought of an interesting way to add some more crosspath value and wanted to take the chance to perform a small rebalance at the same time.

    • 3xx Berserker Brew buff shots per brew reduced from 30 -> 25
    • 4xx Stronger Stimulant buff shots per brew reduced from 50 -> 40
    • 320 Berserker Brew buff shots per brew increased from 25 -> 35
    • 420 Stronger Stimulant buff shots per brew increased from 40 -> 50
    • 320 Berserker Brew duration increased from 5s -> 6
    • 320 Berserker Brew re-application cooldown reduced from 5s -> 4
    • 420 Stronger Stimulant duration increased from 12s -> 13
    • 420 Stronger Stimulant re-application cooldown reduced from 5s -> 4

    Spike Factory

    Bigger balance shifts including Super Mines were not feasible for this update, but we did make a meaningful price reduction.

    • 5xx Super Mines Price reduced from $175,000 -> 162,500

    Engineer

    Continuing our efforts to make crosspaths meaningful and fit the style of each path more solidly, a number of crosspath and base level balance shifts were made.

    • 110 Larger Service Area now applies 1/5th the range (+4) to any sentries produced
    • 101 Oversize Nails allows sentries produced by this tower to pop frozen Bloons
    • 101 Oversize Nails now increases sentry pierce by +1
    • 2xx Faster Engineering sentry deployment rate increased further from 7s -> 6
    • 4xx Sentry Expert base range of all sentries increased from 45 -> 50
    • 5xx Sentry Paragon explosion radius scales with sentry radius
    • x4x Engineer Overclock ability active buff state will now be included in save files
    • x5x Ultraboost will now apply 'perma' stacks upon ability activation rather than expiration

    Admiral Brickell

    While Brickell setups have a very specific select group of interactions, it is clear her abilities in this interaction are over performing so we want to try take a slow approach toning these back while we continue to review all Heroes each update.

    • Lv 3: Naval Tactics Duration reduced 10 -> 9
    • Lv 14: Naval Tactics Duration reduced 15 -> 12
    • Lv 10: Mega Mine damage reduced from 5000 -> 4000
    submitted by /u/NoSneezePlz
    [link] [comments]

    Daily Challenge - September 02, 2020

    Posted: 02 Sep 2020 01:00 AM PDT

    Discussion about the today's daily challenge in Bloons TD 6.

    Please keep all discussion, question and strategies about the daily challenge and advanced challenge to this post to keep subreddit clutter low.

    Make sure to distinguish whether you are posting about the daily challenge or the advanced challenge clearly in your comment.

    Click here to see previous daily challenge posts

    Happy popping!

    submitted by /u/BloonsBot
    [link] [comments]

    Goodbye spinning Benjamin welcome spinning Drone

    Posted: 02 Sep 2020 04:21 AM PDT

    Buff Etienne pls nk

    Posted: 02 Sep 2020 05:06 AM PDT

    probably is just a coincidence

    Posted: 01 Sep 2020 07:22 PM PDT

    Let's not overlook this:

    Posted: 02 Sep 2020 06:45 AM PDT

    Spinjamin's legacy lives on !

    Posted: 01 Sep 2020 06:43 PM PDT

    Guys what if... IT HAPPENED!

    Posted: 01 Sep 2020 10:16 PM PDT

    At lvl 8, etienne gives full map range to robo monkey’s left arm (works with non-camo bloons too)

    Posted: 02 Sep 2020 04:21 AM PDT

    Ray of doom leaked

    Posted: 02 Sep 2020 05:40 AM PDT

    lol

    Posted: 01 Sep 2020 06:53 PM PDT

    Oh new hero oh wait Ben what are you doing in that suit?

    Posted: 02 Sep 2020 04:28 AM PDT

    Finally we can set the targeting for both arms!...wait

    Posted: 02 Sep 2020 03:16 AM PDT

    I made a meme I guess

    Posted: 01 Sep 2020 05:32 PM PDT

    Who needs league skins when you can have BTD6 skins?

    Posted: 01 Sep 2020 12:00 PM PDT

    Etienne could atleast use the additional range unlike Ben

    Posted: 02 Sep 2020 07:50 AM PDT

    New hero be like

    Posted: 02 Sep 2020 06:23 AM PDT

    Bloons TD Adventure 6

    Posted: 02 Sep 2020 05:49 AM PDT

    We're going on a trip on our favourite BFB

    Posted: 01 Sep 2020 09:50 PM PDT

    Long live the X-0-2 Village meta

    Posted: 01 Sep 2020 06:50 PM PDT

    Playing with etienne be like:

    Posted: 01 Sep 2020 06:05 PM PDT

    20.0 posts will be like:

    Posted: 02 Sep 2020 06:04 AM PDT

    List of Bugs in 20.0

    Posted: 02 Sep 2020 06:59 AM PDT

    --------------------------------------------------- List of all known bugs in 20.0 ------------------------------------------------------

    I've sorted these as frequent (often posted), gameplay affecting & only visual. New bugs are mentioned first. All old bugs have been tested if they still work in 20.0.

    Lots of these where discovered by other people first, I just collected them here.

    I try to add sources to the bugs, just click on "effect" when it is blue (pls note that I am not able to find the original source for every bug, so correct me pls when you find a better/older source).

    If you know more bugs/find any errors in the list, please tell me.

    Note: Coop bugs are know NOT included anymore in the list, because they are often related to lags/device issues & very likely not be fixed anytime in the future.

    ________________________________________________________________________________________________________

    Frequent

    Towers/Map: x3x super

    Effect: Infinite range for one arm/targeting camo bloons without hitting them

    Root Cause: -

    Towers/Map: Mesa

    Effect: Visual issues with the removable objects (appearing again/become invisible)

    Root Cause: -

    ________________________________________________________________________________________________________

    Gameplay affecting:

    Towers/Map: Etienne

    Effect: lvl 8/lvl 20 UCAV becomes permanent after selling

    Root Cause: Sell him while he spawns the UCAV

    Towers/Map: Etienne lvl 3

    Effect: Drone have issue to find back to Etienne, thus a new lvl 3 activation is not possible anymore

    Root Cause: -

    Towers/Map: Etienne lvl 3

    Effect: Selling him too fast after the activation of his lvl 3, the game crashes once you place him again

    Root Cause: -

    Towers/Map: Mesa

    Effect: Placing area inconsistencies allow you to place towers under the track of the lower path bend

    Root Cause: -

    Towers/Map: Tracks with path covering objects (KartsNDarts, Quad, Darkcastle etc)

    Effect: DoT stops working once the MOAB/Bloons enters the covered track (eg. xx5 ninja mine explodes but does no damage)

    Root Cause: -

    Towers/Map: Towers with selecting abilities

    Effect**:** Selling can be cancelled by using an selecting ability a few frames later (eg. Adora lvl 7). This even works when the sold tower is not the one which used the ability. Thus, you can have multiple T5s/Adoras (eg Mortar, LOTN etc) & generate infinite money even in deflation. Note, that when you use hotkeys, the game will crash, only manual selling/flood selling on flooded valley works.

    Root Cause: -

    Towers/Map: Intel Sub

    Effect: First intel shot cannot hit camo

    Root Cause: -

    Towers/Map: Intel Sub + Doorgunner

    Effect: Sub still uses the old range of the tower which is in the doorgunner

    Root Cause: -

    Towers/Map: Sub xxx/xx2

    Effect: Camo bloons affected by blow back are visible to subs when they are in their range

    Root Cause: -

    Towers/Map: Intel Sub

    Effect: Has further MOAB range than the line of sight of the intel giving tower, some towers give intel through walls (like farms), some give only MOAB intel through walls

    Root Cause: NKs programming of advanced intel, won't be fixed

    Towers/Map: Ice + 0xx/1xx glue gunner

    Effect: Glue gunner cannot hit frozen bloons sometimes

    Root Cause: -

    Towers/Map: Bomb Shooter & lvl 5/lvl 19 Striker Jones

    Effect: Zebras from random MOABs in a round are regardless of striker immune to explosions

    Root Cause: unknown

    Towers/Map: Blow back towers on workshop

    Effect: Blow back towers perform worse on workshop, when track extensions are blocked

    Root Cause: (theory) Distance inside track extensions is used when calculating blow back location thus it blows back much less going passed the closed extensions, and sometimes it won't go past them at all.

    Towers/Map: Pat, energiser and carrier flagship

    Effect: Energiser can buff pat when he is placed on land but not carrier flagship, chinooking from water to land will allow pat to get both buffs. Not visual

    Root cause: unknown

    Towers/Map: various

    Effect: Land tower is placed on water

    Root Cause: Multiple, eg. place a arctic wind doorgunner on its own ice, place a tower in the right moment while a arctic wind doorgunner is moving, chinook a tower from arctic wind to arctic wind & sell the second arctic wind during transit, chinook an arctic wind away & round ends before heli reaches the ice & then reload next round, transform a arctic wind with x5x alch to make towers on the ice water redeployable

    Towers/Map: 4xx/5xx boat + arctic wind

    Effect: removing acrtic wind out of boats range resets the mini planes

    Root Cause: unknown

    Towers/Map: Flooded Valley & Pat Fusty/water-based towers in a pool

    Effect: Flooding the valley sells Pat/water-based towers

    Root Cause: Pat/towers are placed on right upper rock platform

    Towers/Map: Permabrew

    Effect: Permabrew stays permanent even after selling the alch

    Root Cause: Sell the alch while one the potions is still midair.

    Towers/Map: Pat Fusty Lvl 10 & x4x Boat

    Effect: Creates invincible MOAB that won't take damage but will costs you lifes

    Root Cause: Using both abilties at nearly the same time

    Towers/Map: Geared & xx5 heli

    Effect: footprint for the mini comanches won't move with the heli pad (taking up more space like this)

    Root Cause: Geared

    Towers/Map: Ezili (& other towers)

    Effect: Ezili won't spawn a totem but you still loose 10 lifes

    Root Cause: Her range is not touching the track

    Towers/Map: x5x alch & xx2 super

    Effect: transformed super keeps camo detection

    Root Cause: -

    Towers/Map: xx4/xx5 ninja & others tower (eg. xx2 mortar)

    Effect: sticky bomb vanishes without doing any damage

    Root Cause: damage over time overrides the sticky bomb (like burning effect)

    Towers/Map: x1x village/x3x ice

    Effect: Regrow blocker/slow down effect stays permanently on affected bloons

    Root Cause: buying any upgrade for the x1x village/x3x ice while bloons are in range

    Towers/Map: arctic wind & darkshift super

    Effect: darkshifting from frozen water onto normal water sells the super

    Root Cause: super is placed on two overlapping arctic winds

    Towers/Map: 000 ace

    Effect: ace autofires directly after placing down

    Root Cause: various, eg. a tier 3 ace was built earlier

    Towers/Map: x5x alch & "Better Sell Deals" & random tower

    Effect: Transformed tower sells for less than the same tower untransformed

    Root Cause: MK "Better Sell Deals" not working for transformed towers

    Towers/Map: 3xx & 4xx dart

    Effect: Cannot shoot over the wall of flooded while, while the 5xx can, but only at certain spots.

    Root Cause: unknown

    Towers/Map: xx4 sniper & "veteran monkey training"

    Effect: Does not gain the 3% attack boost from MK while it is not buffed somehow.

    Root Cause: unknown

    Towers/Map: dark castle & quad

    Effect: Restarting after the removal of the track covering objects will save the removal for towers with infinite range

    Root Cause: unknown

    Towers/Map: aces & wingmonkey

    Effect: Ace on wingmonkey is locked in place until you upgrade it

    Root Cause: turning of MK & reloading a save with an ace on wingmonkey

    ________________________________________________________________________________________________________

    Only visual:

    Towers/Map: Mauler Skin for MOABS

    Effect: Damage model not displayed correctly

    Root Cause: -

    Towers/Map: Dread Pirat Brickell Skin

    Effect: White tower outline is missing

    Root Cause: -

    Towers/Map: x4x wizards phoenix

    Effect: Displayed as selectable tower (for eg OC or doorgunner)

    Root Cause: -

    Towers/Map: -

    Effect: Tower Icons become transparent

    Root Cause: Somehow related to selling a tower

    Towers/Map: Towers with selecting abilities

    Effect: Selecting ability is cancelled when another tower with a selectable ability is sold meanwhile (eg. using chinook or darkshift)

    Root Cause: -

    Towers/Map: Ezili Smudge Catt Skin

    Effect: Normal Ezili attacks have still the cat skin

    Root Cause: Changing the skin & loading a save again

    Towers/Map: Any tower sandbox only

    Effect: Ceramics and moabs class bloons display incorrect damage phase

    Root cause: Increasing the round after sending a bloon then damaging it

    Towers/Map: Pat Fusty

    Effect: Can attack through walls even if his line of sight tells you otherwise

    Root Cause: -

    Towers/Map: Obyn with Skin

    Effect: Reloading a game changes Totem to default skin

    Root Cause: -

    Towers/Map: all towers

    Effect: Maxed out upgrade description changes randomly between actual description & maxed out

    Root Cause: unknown, happens when you select other towers in between

    Towers/Map: All interactive maps in challenge editor

    Effect: Remove obstacles/changed environment will stay that way when you retry the last round

    Root Cause: -

    Towers/Map: x5x alch & other towers

    Effect: Upgrade costs suddenly are extremely high

    Root Cause: using hotkeys to upgrade a tower while it is transformed by a x5x alch

    Towers/Map: pat fusty lvl 10 & other towers

    Effect: pat hugging visually a BFB but releases only cerams afterwards

    Root Cause: BFB is popped nearly at the same moment pat uses his lvl 10

    Towers/Map: x3x farm

    Effect: deposits relate to the decimal cash numbers & show sometimes +1 cash

    Root Cause: unknown

    Towers/Map: x4x/x5x Heli

    Effect: Ability will target forbidden towers like tier 5 for doorgunner or 4xx boats for redeploy but then refuses to execute the given command

    Root Cause: upgrading the target tower & use the ability at the same time

    Towers/Map: 4xx/5xx super & the pause menu

    Effect: The round continues in the background, even if you have lost or the menu open.

    Root Cause: Temple upgrading at the same time when the pause menu is opened (& then cancel is selected). Also happens when you open the pause menu in the exact moment when you are loosing.

    Towers/Map: 4xx/5xx super

    Effect: freezes ingame time & breakes the hotkeys

    Root Cause: Temple upgrading at the same time when a hotkey for a tower is pressed or a selecting ability is used

    Towers/Map: Dark Castle Reverse & x5x druid

    Effect: Vines only spawn on one lane

    Root Cause: -

    Towers/Map: 5xx druid

    Effect: Cloud stays after selling

    Root Cause: Sell while its attacking

    Towers/Map: Fusty the Snowman

    Effect: No highlighting from village buff

    Root Cause: -

    submitted by /u/Galium_odoratum
    [link] [comments]

    First Etienne 2mp!

    Posted: 01 Sep 2020 05:40 PM PDT

    There’s a strange phenomenon going on in this sub: Fake pixel art. These posts undermine actual talent and karma farm less informed individuals. Let’s do this sub a favor and stop supporting these blatantly faked posts!

    Posted: 01 Sep 2020 12:30 PM PDT

    *sighs* time to do easy odyssey over and over again 100 times

    Posted: 01 Sep 2020 07:16 PM PDT

    Baguette

    Posted: 01 Sep 2020 07:57 PM PDT

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