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Tactical Nexus News

Chapter7-4 Re-balancing

From the players' reactions, we felt that Instance magic is more fun when its effects are visible as soon as it is acquired.
Therefore, we added the same effect to Aurora storm and Aurora Phantom, and modified the map accordingly.
In addition, the cost of breakups was increased from 2000 to 2250.
In addition, since the difficulty of clearing the map has been reduced considerably, the amount of status increase for Plasma wave has been lowered from 50 to 30.

As for Overscore, we will not make any adjustments unless the Sunstone earned swells to about 450~500 by 12/10.

Chapter7-4 Major Balance Adjustment

Chapter7-4 Major Balance Adjustment

About 15 hours had passed since the update, and overall, the game seemed to have long periods of boredom where the "fun part of the game" could not be experienced or engaged with properly.
We felt it was not good to have this kind of time in a high-volume stage where you can enjoy the game, so we made significant changes to some elements based on the records prepared by the game designers for this development.
These are based on some temporary data from test play, so while the balance of the game has changed significantly, I don't think it will lead to extreme collapse. ...... perhaps.



★The effect of "gain an additional applicable orb when leveled up" has been added to the orb-based Instance magic.
Also, the cost has been reduced overall.

★The effect of "gain an additional key when leveled up" has been added to the key-based Instance magic (yellow to platinum).
In addition, the amount of cost reduction upon leveling up has been greatly enhanced.


★The cost of Aurora Storm has been changed from yellow (red/green) to purple (blue/green).

★The amount of "Piece of Extreme Light " obtained by leveling up was changed from 20+(3/LV) to 40+(3/LV), the initial recovery amount of Aurora Heal was changed from 80000 to 50000, and the initial cost was changed from 100 to 0.

★The cost of Aurora relay down was changed from 750/3 tier to 500/2 tier.

★The cost of "Aurora relay up" has been changed from green 1200 to red and blue 250.
(This was honestly implemented on an intuitive or "it would be fun to do something like that" kind of idea.)

★Tier 10 status has been increased by 10% and changed so that tier 10 enemies do not appear in tier 9 areas.
 (They will appear above the shift switch)

★Increased the HP of Tier 11 and 12 by 25%.

★EXP gain for Tier 1~6 increased by 10~30%.

Chapter7-4 Implemented!

[Chapter7-4 has been implemented!]
Chapter7-4 Tactical Garden of Extreme Light has been implemented. Two months behind schedule.


"A mysterious paradise, shining with light.
The that once took place is revived.
This journey, guided by the Northern Lights, will soon come to an end."



The staff is a bit exhausted and there are still some glitches and misprints.
But still, I think this stage is the highest quality stage of 2023 and 2024.
Because ......


[Sincerely sorry]


A little after we finished the development of Chapter7-3, we came up with the "level-based instant magic" system, which is the main content of Chapter7-4.
It was very interesting, and at the same time, we were convinced that the quality of the stages we would implement in the future would depend on whether or not we had a level-based instant magic system.


If we announce that we have come up with a new system and are working on it, but time passes without anything taking shape, objectively it is the same as saying "no progress (we just skipped work)".
We would make a big announcement for something like Mystic Gate that we were sure we would implement, but at the time, we were not sure if the level-based instant magic system we were working on would really be interesting.
As a result, we had been working on it behind the scenes until October, and we realized that it was also a bad idea not to reveal the information to the public.


We have been working on instant magic for quite a long time this month, and the last few days have been spent adjusting data and experimenting anyway. As a result, the programmer became so ill that his autonomic nervous system went haywire for the first time in this work.
(As a result of all the cutting back on sleep, drinks became temporarily undrinkable, my sense of taste became erratic, etc.)

However, I think that the result of Chapter 7-4 (aside from the balance of the game) was wonderful.
We also got a powerful insight into all-night work: "Instead of caffeine, lying down for two hours with the mind continually aware that you are going to "wake up" allows you to work more rapidly after a short nap".

...... However, as expected, this was the most physically demanding work I've ever done, and if I overwork myself more than this time, I'm going to be in trouble.
We'd like to avoid more strenuous work than this for the next 2~3 years.
But, this level of quality can only be achieved by breaking the "we'll update in a few days" notice for a few weeks or so.
For the time being, the level of the stages will be about the level of Chapter 7-3 or 6-3, and we don't think we will be able to make as much work as we did this time.



There will be level-based instant magic quite often in the future.
The "fun of level-based instant magic" has been studied a lot in the past three months.
I think that most of the stages that will appear in the future will have about 3~8 types of "level-based" instant magic.
(Unless the evaluation of this stage is very low, ......)

About our future plans.
My hands are already cramping and sweating abnormally as I write this, so I will hasten to inform you of the main points of the future.


In December or January, we plan to do an experimental update of the system.
We're going to test one stage of the "Last Inflator" or implement the in a few Mystic Gate stages and see how players like it.


In December, Team-Nexus will start "AI image generation".
AI illustrations are controversial in Japan, but the graphic designers at Team-Nexus are originally quite interested in it, and they want to experiment with it.
However, we will most likely not "use the generated illustrations as they are," but rather "convert the data output by the AI into materials and introduce them as map chips in the game.

We plan to implement Chapter8-1 in January or February.
The Chapter8 DLC will not be sold until Chpater8-2 or Chapter8-3 is completed, and Chapter8-1 will be temporarily included with Chapter-7.
(If the DLC is sold while only Chapter8-1 is completed and then the staff dies of exhaustion, players who have already purchased the DLC will not be able to get their money back.
In order to avoid such a situation, we will temporarily release stages for free until the stages are completed to some extent.)

As for the uniqueness of the stages, Chapter 8-1 is as good as Chapter 7-4.
We think it will be a very fun stage, so please look forward to it.
Please look forward to it. ...... We probably won't be able to meet the deadline, though.



[Other bug fixes]
We have made some changes to the UI of the orbs so that you can select the 7th item or later, but it is not very easy to understand. We will fix it again at a later date.


We have modified the graphics of the key block of Winner's key / Glory key a little.


Added a function that allows remote editing of notes by Shift + right-click.
 However, "remote editing" is available, but "remote control" is not.


Added "PROTECT:x" above the DEF icon when "Turn Disable" is attached.


Added "Shift+A to toggle display of memo icons" to the configuration.


Treasured sword "Maingauche" now has an additional "Disable Attacks for 1 turn while equipped" effect.


Fixed a problem in which the "Key of the Moon Wheel (Ice)" could be used more than once.


The width of the window that appears when you are on top of a memo now changes depending on the number of lines in the memo.


Fixed a bug that prevented the Flip of time effect from being applied in the Rainbow Tactical Mythology.












Bug fixes and modifications to tactical trip mini

★The placement of items in the Crown Challenge of Tactical Trip mini has been changed.

★Several crash bugs in the memo function have been fixed.

We will update again next week to apply the feedback.

Fixed bug

A bug has been fixed in which Banishment for real was being equipped to a weapon slot when activated.