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Tactical Nexus News

Fixed an issue where EXP gained would become abnormal under specific conditions

[p]◆Fixed the worst bug where EXP gained would turn negative if enemy EXP became excessively large.[/p][p]Some display may still show bugs, but processing is functioning normally.[/p][p](Regarding display bugs, practical fixes are quite difficult, so they may remain as-is. Sorry about that.)[/p][p][/p][p]◆When your held EXP exceeds 1 billion, to prevent overflow (a bug caused by excessively large values), EXP will now be converted into an item called the “Shining Orb of Glory.”[/p]

😩😩😩I had accidentally enabled debug mode😩😩😩

[p]Evil has perished[/p][p](If “Debug Mode!” is still displayed on the stage selection screen, restarting Steam and applying the update will resolve this.)[/p]

Bug Fix for 8-3 (Mirror)

[p][/p][p]The bug causing double acquisition of or extremely high acquisition under specific conditions had remained unfixed for a long time, but we've finally fixed it.[/p][p](We've only done light testing, so if any bugs reappear, we'll fix them via a silent update within 1-2 days whenever possible.)[/p][p][/p]

【Late Christmas Present】Special-3 has been implemented

[p]※Chapter 5-0 is scheduled for implementation around January 21st[/p][p][/p][p]※The issue preventing bundle items from being added to the mouse avoidance list is scheduled for fix in a few days[/p][p][/p][p]※Monthly Nexus will be updated around December 36, 2025[/p][p][/p][p][/p][p]◆Honestly, I think it's just a whim[/p][p][/p][p][/p][p]As a surprise, the Special-3 Tactical Guide has been implemented.[/p][p](Kawarawari dojo has been removed)[/p][p][/p][p]“Walk across the map. Until you reach its outer edge.”[/p][p][/p][p]This stage is included in the Mainpackage, so all players can receive it.[/p][p](It's the third stage from the bottom. Don't miss it!)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]On December 23rd, while staff were discussing “Christmas is almost here,” various circumstances led to the decision to quickly create a stage that had been planned for implementation at some point.[/p][p]This is the result. It was completed in roughly 10 days.[/p][p][/p][p][/p][p]Originally, there was a proposal to implement a simple stage called “Tactical Guide” where players could experience content from each DLC.[/p][p]Therefore, since there was some unused data from the previously implemented Chapter 8-3 (Mirror), we reused the status design from 8-2 (Lit). We had the game designer create a simple stage in just a few days, made some adjustments, and then released it.[/p][p][/p][p][/p][p]Originally, this stage was planned for 8-9 floors, but a series of careless decisions caused it to balloon to nearly 30 floors.[/p][p]Looking back, while it felt quite polished for a stage created in just a few days, the usual “final adjustments” were rushed, leaving many parts significantly incomplete.[/p][p][/p][p][/p][p]Specifically, clearing the Nexus stage is practically impossible without the DLC.[/p][p]It's undeniably poor design that a “DLC introduction stage” requires the DLC itself.[/p][p]Therefore, we decided to create a stage where “players can experience the overall layout and simple mechanics by following a path that almost completely avoids enemy combat, while still offering a satisfying challenge for advanced players.”[/p][p][/p][p]Honestly, depending on how you phrase it, it ends up sounding like “beginners can get a broad feel for the game system, while advanced players can dive deep.”[/p][p]...Providing a mirror magic for players stuck at the main package feels a bit like a Elsa gate incident, but I'll pretend I didn't see that.[/p][p][/p][p][/p][p]Honestly, there are quite a few points I regret, but I'll write about those in the Monthly Nexus column.[/p][p](Since it contains many stage spoilers, I'll wait about 5 days before posting it.)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]Due to the intense workload during this development phase, bug fixes have been delayed. We sincerely apologize.[/p][p]Additionally, this stage likely contains several design flaws, crashes, and other errors. We will address these through silent updates over the next few days.[/p][p]Furthermore, the bundle items lack sufficient QoL improvements. We plan to release an update soon to enhance the mouse avoidance list.[/p][p][/p][p][/p][p][/p][p]Honestly, trying too hard to meet the 2025 deadline probably led to a few more mistakes than usual. It's currently just before 2 AM on January 1st Japan time, but this is Team-Nexus.[/p][p]This year too, I plan to keep falling flat on my face while reaching beyond my means alongside the idiots who propose outrageous gimmicks. Thank you for your continued support.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

New QoL: Implementation of the Demoralization Feature

[p]*Due to completely rewriting parts of the processing structure for this implementation and not having fixed many reported bugs yet, silent updates for bug fixes will likely occur frequently going forward.[/p][p][/p][p]When damage received from enemies drops to 0, the enemy's graphics change, making it immediately clear that they can be defeated without taking damage.[/p][p](Due to processing constraints, there are some minor functional issues; some may remain unresolved.)[/p][p][/p][p][/p][p]To achieve this, we took 50,000 family members of our graphic designer hostage, compelling them to create approximately MANY new “Demoralization Motion” patterns, including discarded ones.[/p][p](There are a total of 39 different motion types that appear during gameplay.)[/p][p][/p][p]When I asked the graphic designer who pulled this off for their thoughts, they commented, “You'll pay for this.” Seems like a pretty positive reaction.[/p][p]If this feature had been implemented after microtransactions, I could've made some cheap request like “Please donate to support the graphic designer.” Oh well, too bad.[/p][p][/p][p][/p][p]Chapter 5-0 features unique enemies with unusual appearances, and while we initially planned simpler demoralization graphics, we discovered this was surprisingly interesting.[/p][p]That's because “enemies losing morale (i.e., becoming defeatable without damage)” also functions as growth feedback for the player.[/p][p]So, we surrounded our graphic designer and subjected them to warm, humane torture to extract various ideas.[/p][p][/p][p][/p][p][/p][p]▲Several “too pitiful-looking” morale-breaking graphics were scrapped because “they dampen the player's desire to defeat the enemy (some players even felt guilty)” or were replaced with tier, who appears less frequently.[/p][p]Fortunately, one staff member possessed a delicate, fragile sensibility?one that people tend to forget?stating, “When opening a bag containing character art or photos, I feel guilty if the art gets torn.” We centered our discussions around this staff member to find an acceptable line.[/p][p]The overall conclusion was that “discontented or comical expressions are preferable to frightened or crying ones, as they allow players to laugh while defeating them without guilt.” Consequently, graphics likely to evoke guilt were reserved for a boss-tier enemy prone to drawing player hatred.[/p][p][/p][p][/p][p]While this update has no impact on gameplay itself, enemies now display quite expressive reactions, making the game feel a bit livelier overall.[/p][p](I think you'll probably get used to it soon, but it might feel a bit strange at first...)[/p][p][/p][p]At this point, some might be impossible, but aiming to demoralize unique enemies could be an interesting challenge element.[/p][p]My recommended demoralization animations are for Blue Crown, Void Thief, Void Ranger, Chrono Breaker, and Kelt.[/p][p](Incidentally, the “Medal” feature announced in Monthly Nexus will also include defeating unique enemies with 0 damage as an achievement.[/p][p]If you manage to defeat a unique enemy, you might want to save your game data in preparation for the Medal feature's implementation.)[/p][p][/p]