Call of Duty: Black Ops III

Call of Duty: Black Ops III

Monkey Village (BTD6)
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GentlemanCheeseMan  [developer] Aug 12, 2024 @ 10:25am
Monkey Village 2.0 Full Change Log
Well, I said I wasn't going to do any more big updates, but I got carried away and now here we are. lol. Anyway here are the full change notes for Monkey Village 2.0


New Awesome
  • Unstable MOAB Boss Fight
  • Upgradable Tack Shooter
  • Upgradable Pineapple Grenades
  • Ninja Monkey Easter Egg
  • Sniper Monkey Easter Egg
  • Jungle Drums Easter Egg
  • Paragon Totem Overload Easter Egg
  • Reworked Apex Plasma Master FX and Projectiles
  • Updated Visuals
  • Powerups no longer spawn outside of the stupid ♥♥♥♥♥♥♥ map


Alongside everything new there's also a lot of balance changes for every weapon path


Weapon Changes


I think we all had fun the the Spike-O-Pult and Juggernaut, but it was WAY too broken. I thought it would be good, but I didn't realize just how broken it would be, so it's getting toned down a little.
Spike-O-Pult Damage 750 -> 450
Spike-O-Pult Ammo 130 -> 80
Spike-O-Pult Projectile Size 20 -> 17.5
Juggernaut Damage 6500 -> 5000
Juggernaut Ammo 400 -> 250
Replaced Quick Shots with Sharp Shots


Spike-O-Pult and Juggernaut now play their slide animation when sliding not the sprint animation (First of all how did I never notice this until a few days ago? Second of all why does it looks so wrong to actually slide when you slide now. I kinda miss the buggy sprint animation being used instead ngl)


Buffing high tier Sniper Monkey damage to make sure it stays competitive as one of only two max towers that lack AOE, Also nerfing lower tier Sniper Monkey damage as it was just a bit too strong
Sniper Monkey Damage 1000 -> 900
Faster Firing Damage 1400 -> 1300
Semi Automatic Damage 2000 -> 2200
Full Auto Rifle Damage 3500 -> 4250
Full Auto Rifle Ammo 600 -> 700
Drastically Reduced Sniper ADS Recoil Across the Board


Updated Sniper Muzzle Flash and added Shell Ejects
Sniper Firing sound is now slightly quieter


The Boomerang Path was intended to be powerful early game and very cheap, but fall off quickly compared to other weapons. But with how expensive it is to get into the boomerang's area, and how powerful the other weapons get so quickly, this didn't really work out like I had planned. I'm buffing the boomerang, and slightly adjusting its prices to try and make it fit in well and be a compelling option compared to everything else, but am lowering the Bionic Boomer's ammo to encourage investing in other weapons.
Boomerang Damage 100 -> 175
Faster Rangs Damage 240 -> 340
Bionic Boomer Damage 280 -> 360
Bionic Boomer Price 2200 -> 2300
Bionic Boomer Ammo 300 -> 200
Turbo Charge Damage 550 -> 675
Turbo Charge Price 5000 -> 5500


Boomerangs now come back to where the player is when it rebounds instead of where they were when they threw it
Added Bionic Boomer/Turbo Charged Muzzle Flash
Fixed animation error in Bionic Boomer First Raise and sped it up slightly


I feel the Ninja Monkey wasn't really done justice in this map. Common feedback is it just feels boring compared to other weapons and I agree. That on top of its meh stats, there's just not much reason to use it. I guess this is a good time to announce that the Ninja Monkey will be returning in the next map so I can do it justice this time :) And as for this map I think making the Ninja more powerful in its base tiers and not be as dependent on upgrades as the other towers can hopefully carve a little niche for it and make it stand out.
Ninja Monkey Damage 220 -> 320
Sharp Shurikens Damage 280 -> 340
Double Shot Damage 360 * 2 -> 380 * 2
Bloonjitsu 500 * 5 -> 550 * 5
Ninja Monkey Projectile Speed 1200 -> 2200
Sharp Shuriken and beyond Projectile Speed 1600 -> 2600
Double Shot Spread increased 25 -> 100
Bloonjitsu Horizontal Spread Increased 10 -> 20


Changed Ninja Monkey Fire And Melee Animations
Added Shine FX to Ninja Monkey first raise animation


I avoided nerfing the Cluster Bombs this whole time because, can't lie, it's really funny. But I think at this point I have to accept that it makes the map less fun to have a weapon that removes all challenge so early on. So I'm finally toning it down slightly while increasing the Recursive Cluster main projectile damage to make it better in late rounds.
Also buffing early level Bomb Shooter damage while slightly decreasing damage radius to make it feel better to use without being overpowered itself. Also lets me slightly increase cost to further slow down its progression and encourage the player to use other weapons.
Bomb Shooter Damage 230 -> 300
Bomb Shooter Explosion Radius 150 -> 120
Extra Range Damage 420 -> 500
Extra Range Cost 1300 -> 1500
Extra Range Explosion Radius Remains 150
Cluster Bomb Damage 900 -> 800
Cluster Bomb Child Damage 140 -> 130
Recursive Cluster Main Projectile Explosion Radius 275 -> 215
Recursive Cluster Damage 4000 -> 5500
Recursive Cluster Child Damage 700 -> 600


Optimized FX for all Bomb Shooters. (It can still cause lag with all the FX in your face, but it's better than it was!)
Made Bomb Shooter at least slightly less ear-piercing (if I turn it down too much it starts sounding TERRIBLE. Bo3 audio is awful and annoying but, hey, AT LEAST IT'S A LITTLE BETTER :D)


And ON TOP OF THAT there's so many other changes I'm just gonna have to have them all in a big list. Enjoy!


Changes
Reduced required souls in Impoppable Mode 100 -> 60 (Regular difficulty is 40)
Added default Monkey Hand weapon so you no longer spawn holding nothing
Updated Monkey Village Model (the actual Monkey Village towers around the map)
Improved World Models for all weapons
Added light to banana on Quick Revive perk stand to hint at shootable banana Easter Egg
Updated Banana Splash FX
Tack Shooter now gives points to and credits kills to a random player instead of the one who activated it
You now make monkey noises when meleeing
Changed "Weapon Locked" text "Weapon Temporarily Locked"
Added Explosion effect when using mortar (how did I forget that before?)
Updated weapon sign text when you have a Max Level Weapon
Impoppable Mode zombie count is slightly lower (was previously increased by an additional round count * 5 maxing out at an additional 20)
Added FX to Perk Stands
You now keep Mule Kick when downing (definitely not because I couldn't figure out why you always kept 3 weapons even after downing)


Bug Fixes
Tack Shooter no longer causes recoil to the player that activated it
Tack Shooter will no longer break the ice in the center of the map when the player who activated it is holding an Apex Plasma Master
Fixed invincible spot accessible by jumping off the Sniper Tower
Improved Collision of the Ice around the Communications Tower in the center of the map
Added 2 Second Delay to Mortar to prevent deaths from player overlap
Paragon Totem's no longer say "More Power is Required" even when filled with souls
Apex Plasma Master Child Projectiles now have proper collision
The word "receive" is now spelled correctly but, in my defense, I never saw one person notice it.
Properly respawn all zombies when Impoppable Mode is activated
Impoppable Mode zombie count on Round 1 is now consistent
You no longer lose the Supermonkey weapon when going down in solo if you had it already
Firing no longer cancels slide for any weapon
Most weapons now play fire sound even when sliding


2.0.1 Change Log
Tack Shooter
Souls required for upgrades change:
  • Even More Tacks to Tack Sprayer 82 -> 90
  • Tack Sprayer to Overdrive 350 -> 280
  • Overdrive to The Tack Zone 2000 -> 1350
Damage:
  • Tack Sprayer 3800 -> 6000
  • Overdrive 8000 -> 12000
Added Sound Effect and Visual Effect when the Tack Shooter is ready to be upgraded

MOAB Boss Fight Changes
  • MOAB damage taken and AOE attack charge rate now slowly ramps up from 0.3 times normal -> 1 during the first 20 seconds of the fight
  • MOAB AOE attack required damage very slightly increased 295000 -> 300000
  • Alarm sounds for MOAB AOE attack are now louder
  • Sun Avatar Boss Damage Multiplier 0.6 -> 0.5

2.0.2 Change Log
  • Unstable MOAB attack charge rate and damage taken now also reduced after triggering AOE attack because people still keep killing themselves
  • Required souls to upgrade Overdrive to The Tack Zone reduced further 1350 -> 1100 since it was probably still too high
  • All Boomerangs now travel the same distance with higher level weapons now rebounding faster
  • Updated Bionicboomer Trail FX
  • Added Sound and Visual Effects to Overloaded Paragon Totem
  • Tackshooter Upgrade Smoke now properly plays again
  • Zombies SHOULD no longer be able to spawn when they're not supposed to during cutscenes
Removed Gobblegums
  • Removed Killing Time as you can quickly crash your game with it
  • Removed I'm Feeling Lucky for now as it seems to be able to crash your game
  • Removed Head Drama since it doesn't work with the custom weapons
  • Removed Now You See Me since it's basically useless
  • Removed Projectile Vomiting since it's probably the lamest whimsical (right?)

2.0.3 Change Log
Okay okay, the Boss fight mechanics aren't nearly as intuitive as I hoped, so I'm finally de-emphasizing the AOE attack mechanic. My bad guys.
  • MOAB AOE Charge Requirement now increased by 75,000 for each additional player in multiplayer (Base is 300,000)
  • MOAB AOE Cooldown Rate increased 1500 -> 2000
  • MOAB AOE Cooldown Delay decreased 1 Second -> 0.5 Seconds
  • Changed AOE Charge algorithm so high fire rate weapons are punished MUCH less, especially in multiplayer
  • MOAB AOE self damage now applies properly
  • MOAB AOE Charge Rate further reduced after triggering AOE attack

  • Unstable MOAB Health increased 1,600,000 -> 1,700,000
  • Unstable Moab Impoppable Mode Health increased 2,100,000 -> 2,200,000

  • Sun Avatar MOAB Damage Multiplier decreased 0.5 -> 0.4
  • Sun Avatar MOAB AOE Charge Rate Multiplier decreased 2 -> 1.4
  • When hitting Unstable MOAB with Sun Avatar there is a 50% chance 1 additional ammo taken

  • Apex Plasma Master Main Projectile MOAB AOE Charge Rate Multiplier decreased 2.5 -> 1
  • When hitting Unstable MOAB with APM Main Projectile, an addtional 10% of total special weapon charge is taken
  • Apex Plasma Master Child Projectile Boss Damage decreased 3,000 -> 2,500
  • Apex Plasma Master AOE Charge Rate multiplier decreased 1.5 -> 1
Of course I'm going to keep a close eye on how fun and challenging the fight is, I especially don't want it to feel unfair which it definitely did a lot of the time. But I think this is a step in the right direction.

2.0.4 Change Log
OKAY OKAY OKAY, more balance changes :)
  • All players now recieve Quick Revive at the beginning of the Unstable MOAB Boss Fight as well as 2 additional charges of it (as in you will keep it when downed)
  • After defeating the Unstable MOAB all players will recieve permanent Juggernog

  • Unstable MOAB Health reverted 1,700,000 -> 1,600,000
  • Unstable Moab Impoppable Mode Health reverted 2,200,000 -> 2,100,000

  • MOAB AOE Charge Requirement increased 300,000 -> 325,000
  • MOAB AOE Charge Requirement per player addition increased 75,000 -> 100,000

  • Number of Unstable Bloons and Meteors launched by MOAB have been slightly decreased
The Tack Shooter felt really hard to upgrade if you didn't prioritize it in lower rounds. I don't want to restrict how players chose to play the map so some adjustments are being made

Tack Shooter Damage Increased
  • Base 2000 -> 6000
  • More Tacks 2000 -> 6000
  • Even More Tacks 2400 -> 6000
  • Tack Sprayer 6000 -> 10000
  • Overdrive 12000 -> 24000

  • Tack Sprayer to Overdrive soul requirement decreased 280 -> 230

  • Pineapple Greande maximum damage increased 500 -> 1000
  • Widows Wine Pineapple Grenade maximum damage increased 1000 -> 2000

2.0.5 Change Log
  • Grenade impact damage increased to match explosion damage

  • Overdrive to The Tack Zone soul requirement decreased 1100 -> 750
  • Higher level Tack Shooters now last longer

  • Slowed Unstable MOAB attack speed for the first half of the fight
  • Unstable MOAB attack speed now properly speeds up during the second half of the fight like it used to
  • Quick Revives given with the Boss Fight now no longer reduce your number of Quick Revives in solo

2.0.6 Change Log
Tack Shooter:
  • Reduced cost to repair Tack Shooter 1000 -> 500
  • All Tack Shooters now last 5 seconds longer
  • All Tack Shooter cooldown times reduced by 5 seconds
Unstable MOAB Boss Fight:
  • Unstable MOAB health increased by 50,000
  • MOAB AOE Cooldown Delay decreased 0.5 Seconds -> 0.25 Seconds
  • Unstable MOAB health now increased by 200,000 (250,000 on Impoppable) for each additional player in multiplayer
  • MOAB AOE Charge Requirement per player addition increased 100,000 -> 120,000
  • In multiplayer if all players die during the Unstable MOAB Boss Fight they will all be revived once

2.0.7 Change Log
Removed Gobblegums from Totem Overload EE to make it more worthwhile:
  • Removed Sword Flay
  • Removed Armamental Accomplishment
  • Removed Tone Death
  • Removed Crawl Space
  • Removed Who's Keeping Score?
  • Removed Round Robbin'

  • Enabled Fatal Contraption (Death Machine also now does proper damage to Unstable MOAB)

  • Phoenix Up will now only be given if there's more than one player in the game

2.0.8 Change Log
The Boss Fight feels pretty good to me at this point, but it goes by way too quickly in multiplayer to the point where it felt anti-climactic so it's health there is being increased
  • Unstable MOAB health per additional player increased 200,000 -> 400,000 (250,000 -> 500,000 in Impoppable Mode)
  • Unstable MOAB AOE Damage Requirement increased 325,000 -> 335,000

  • "Solider" is no longer misspelled in the ending cutscene 🤦
Last edited by GentlemanCheeseMan; Sep 3, 2024 @ 4:12pm
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Showing 1-5 of 5 comments
ShadowedDreamer Aug 12, 2024 @ 9:11pm 
just finished this map a few days ago and this makes me wanna redo it. gotta love devs that keep updating maps :luv:
cbdragon13 Aug 13, 2024 @ 12:08am 
Just played the map a couple times post-update. I'd recommend buffing Juggernaut, maybe make it more expensive to balance, but it falls off too quickly imo. The ability to oneshot is nice, but by the time enemies have enough health for the difference between its damage and other weapons to matter, sniper is significantly better.

Boomerangs feel worse to use after second upgrade, they go so far that half the time they collide with an object and lose what makes them unique. Maybe just remove collisions for it? (I don't know how difficult it would be, but maybe going for the glaive path from the base game? There isn't any lack of fast firing projectiles in the map as is, with 4/6 having crazy firerates when fully upgraded

Ninja still doesn't feel strong enough to be useful.

Heavily reduce souls required for tack shooter upgrades, my group of four failed to reach the final upgrade even at wave 35, and at that point it was effectively useless against the zombies, requiring significant help to secure a single kill.

As many as they may be, these criticisms are still fairly minor and I did enjoy the map and the update to it. Great job overall.

I'd maybe try to make the boss damage limiter a little more obvious or allow some leeway at the beginning of the fight as the first time we got to it, we died almost instantly due to all blasting it with sun avatar.
GentlemanCheeseMan  [developer] Aug 13, 2024 @ 7:31am 
Originally posted by cbdragon13:
Just played the map a couple times post-update. I'd recommend buffing Juggernaut, maybe make it more expensive to balance, but it falls off too quickly imo. The ability to oneshot is nice, but by the time enemies have enough health for the difference between its damage and other weapons to matter, sniper is significantly better.

Boomerangs feel worse to use after second upgrade, they go so far that half the time they collide with an object and lose what makes them unique. Maybe just remove collisions for it? (I don't know how difficult it would be, but maybe going for the glaive path from the base game? There isn't any lack of fast firing projectiles in the map as is, with 4/6 having crazy firerates when fully upgraded

Ninja still doesn't feel strong enough to be useful.

Heavily reduce souls required for tack shooter upgrades, my group of four failed to reach the final upgrade even at wave 35, and at that point it was effectively useless against the zombies, requiring significant help to secure a single kill.

As many as they may be, these criticisms are still fairly minor and I did enjoy the map and the update to it. Great job overall.

I'd maybe try to make the boss damage limiter a little more obvious or allow some leeway at the beginning of the fight as the first time we got to it, we died almost instantly due to all blasting it with sun avatar.

Hey, I appreciate the feedback. The Tack Shooter and the MOAB AOE attack are gonna be addressed in an update that should go up very soon, but I'll of course keep an eye on things to make sure the changes are enough. I agree about all the fast fire rate weapons, but I decided to not do any more major content for this map so I can start to move onto the next map, which I think will be a lot more exciting. But for the Boomerang specifically, I think reducing its range and making the rebound faster could be a really good change so I'll look into that for a future update. Thanks again :)
Kovu Aug 13, 2024 @ 9:51am 
great update i was still playing the old version when it released
Nightmare Aug 17, 2024 @ 8:37am 
gonna replay this map now thanks chad mr gentlemancheeseman
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