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system implemented!

[ system implemented!]
We have implemented the system, which we have been announcing for some time.
can be acquired mainly in stages where Mystic Gates are used, and acquiring will permanently enhance the effects of Legacy.
(There are few changes outside of stages where Mystic Gates are used.
So, if you want to "experience the update," just go to a stage where you can use the Mystic Gate and use the Mystic Gate.
You will understand what it means as you progress through the stages.)


As time passes since the implementation of Chapter-6, Solar Legacy tends to become more difficult to use over time, as some Legacies are used more frequently and some are used less frequently, and the number of Sunstones in your possession increases.
Originally, Solar Legacies were items for beginners and solo players (players who play without strategy information), but we felt that these Legacies tended to be enjoyed by advanced players as well.
It seemed a bit sad that a system that players enjoyed to some extent would become unusable over time, so we decided to implement , including balance adjustment.


The value per device is relatively weak compared to legacy or magic devices, but there are a lot of them in one stage, and in the Mystic Gate stage in the latter half of the game, you can get around 10 devices just by reaching "Clear 3".



[Device Policy].
Currently, Team-Nexus is discussing "how we should set our device placement policy".
At the moment, you can get multiple devices just by clearing the Mystic Gate, but we would like to place "Clowns that can only fight when using the Mystic Gate" or devices that can only be obtained by special playing (status build), such as Chapter-6. We would like to place devices that can only be obtained by special playing (status build), such as in Chapter-6.

On the other hand, there is a feeling that such gimmicks are just "unnecessarily padding the playing experience," and we thought it would not be a good idea to judge them only from our own perspective.
Therefore, in this update, we will not implement many "extremely difficult-to-acquire devices" (although there will be a few), and we would like players to experience the device system first, so that they can understand what kind of system the devices are.
After that, we will conduct another survey on "high difficulty devices," and depending on the results of the survey, we will consider how to make the gimmick for acquiring devices.

The number of devices will be much larger than originally planned, and we feel that this is a "big update", but in reality, the final number of devices will be more than a thousand, not hundreds.
Compared to the final vision, this update may be something of an "early access" update.



[There are many bugs that have yet to be resolved and implemented.]
Due to the lack of active staff and the extreme work efficiency of only programmers over the past few days, there are many "features that have been implemented or drafted, but have not been bug checked or are difficult to implement in earnest". Sorry about that.
Probably in the next few months, the speed of QoL-related updates will be about 2 to 3 times faster, but it may be more like "useful but slightly glitchy features" being implemented in a disorganized manner.


As for the device system this time, the following bugs remain.
Scrollbars do not exist in the device description field.
(It is not possible to check the text after 14LV. This will be fixed at a later date)

The device is too shiny and dazzling.
(We plan to implement device-specific effects in about two weeks.)

The total number of devices on the map is not known.
(Originally, we were going to implement devices as "public information" from the beginning, unlike legacy devices.
Eventually, we intend to make it possible to check the progress status on the stage selection screen, such as "which devices are in this stage and which ones have not been acquired yet", but this will probably be in about 2 weeks.)

There is no description of the wall that is only accessible when using the Mystic Gate.
 →I'm thinking of adding a text like "Mysterious wall - this mystery can be solved after Chapter-6! I am planning to add a text like "Mysterious wall - this mystery can be solved after Chapter-6!

(Fixed) Tactical Towers K and D had the same ID for the "Feather of the Goddess" (If you clear Tactical Tower D with the updated data, you will receive the "Feather of the Goddess").



[Future Plans].
We plan to focus on bug fixes and QoL improvements until mid-February, which probably won't be too late.
However, I am not sure about the implementation of Chpater8-1. We are aiming for around 2/23, but I don't think there was ever a 1% chance that we could have declared it that way and it would have turned out that way.
Please do not hold your breath.