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Quick fix - Flip

Fixed that the winner key on the first floor was Yellow key.

ChapterEX2-2 Flip tactical land実装! & 大規模なQoL改良!

[ChapterEX2-2 Flip tactical land is now available!]
ChapterEX2-2 "Flip tactical land" is now available in the main package.
(This is the 62nd stage in the stage selection screen. (Please note that it is located at the bottom of the stage selection screen.)

ChapterEX-2 is treated as a free DLC that we made to thank players for spreading the word about this game in 2019-2020.
Therefore, the stages in Chapter-EX2 can be played for free if you have the main package.
(Currently, the stages are included in the main package because the number of stages is small.)





The most characteristic system of this stage is, by far, the "hand card" system.
In this stage, a total of 52 playing card cards that fall along the way can be placed into 5 "hand card" slots, and the higher the grade of the card in the hand, the higher its status.

This stage is like a "fireworks" stage, so to speak.
The efficient strategy will probably be found by the top players within 2~3 days, and the so-called "meta" will be determined, but the phase of searching for "which combination of playing cards is good" until the meta is determined is quite fun.
The fun moments may seem like a mere whisper, but the brilliance of those moments is unparalleled in any other stage I have ever played.


This stage was originally intended to be a temporary playable version of the "Tactical Poker" stage, which was a missing stage, but it is now almost completely intact.
(Since it was going to take some time to implement Chapter 7-3, we were going to temporarily implement the previous lost stage and remove it later to make room for it.)

When it came time to update the game, I really wanted to make the stage, and as a result, the update was delayed for about a month because we had to do a lot of game planning.
However, the quality of this stage is now better than a normal stage, so as long as it is not poorly received by players, I will leave this stage as it is, as "a completed stage" rather than "a stage to be deleted".

Also, this stage has its own "Mystic Gate".
If you find the stage too easy, please try using the Mystic Gate.
(Due to lack of time, we have not been able to properly adjust the game balance during the Mystic Gate, so if we do not see a player who can clear the Mystic Gate within a week, we will adjust the game balance.)




[Major improvements to the "memo function" and "space key prediction"].
The "Memo Anywhere" function has been implemented to allow players to refer to their notes at any time while playing the stage.
In windowed mode, a memo field appears at the bottom of the screen, and you can right-click to edit or mouse-over to view the contents of the memo.
("Memo Anywhere" is not applicable to full screen due to resolution problem. Sorry)

Also, added the ability to select icons in memos.
You can now see the icon of the note written by the guide and the icon of the note written by you (the player) at a glance, although the note passing between players is not automated yet and you need to follow the procedure specified in the Discord, etc.




In addition, we have improved the space key combat prediction function and implemented display functions such as TRT (turn reduction).
......I'm glad we were able to implement it, though it makes me wonder why we left it unimplemented for nearly 4 years.







[We have not been able to replace the graphics, etc. Sorry.]
It was really hard to develop the stages and fix bugs, so we haven't been able to proceed yet: ......
We will probably give priority to the implementation of Chapter7-3, so the timing of replacing graphics and BGM will be at the time of Chapter7-4 implementation.
(We hope to update Chapter7-3 in the first half of July as much as possible, but don't hold your breath.
Past records indicate that there is no more than a 3% chance that we will be able to do a major update on time.)


[Other]
★Fixed an issue where one platinum key was missing in Chapter 1-2 Tactical Tower NEW.
(Sorry for neglecting this issue for a long time.)
This fix is not retroactive, so please play the game anew.

★Pop tactical lord's Violet clowns will be able to get Pop tail at the same time when they are defeated.

★Continental potion was added to the upper right corner of x4,y6 in Chapter7-2 Fill tactical epic.

★Fixed a problem in which the coordinates of the mini-map displayed in the lower right corner of the screen were not displayed correctly in stages after Chapter-6.

× Some bugs in Chapter6-3 still remain.

× The process of displaying orb usage history on the status stamp has not yet been completed.

?Changed the English translation of from Cold sunset ice cream to Cold sunset ice.
(since it is not cream).



[Sorry for the timing of the update.]
The day we update TacticalNexus, the number of players who launch TacticalNexus that day usually increases about 2~3 times.
We are still working hard to improve the balance and features of the game in response to this.
Our development speed has increased several times, not figuratively, compared to a few years ago, and this can be seen in the fact that our latest stages are quite complex and gimmicky.

Every time we update a stage, we think, "The ideal timing for an update is Friday."
Many people have weekends off, so I think the ideal timing for a complex, large-volume game like this is to make the new stages playable on Friday, Saturday, and Sunday.
But no matter how many times I do it, there are always more things I want to implement or review right before an update, or sometimes I just take a break, and no matter how much my work efficiency improves, I am not able to "meet deadlines".
(In the case of programmers, from the day before the update to today, they have been up for 30 hours, slept in a chair for 4 hours, and then worked for about half a day.)

We also feel that we can't wait for the day of the update, and considering the feelings of the players, it's really not a good idea to announce an update without meeting the deadline, but we haven't found a way to cure this habit yet. Sorry.
Please wait for the implementation of Chapter7-3 again if you like.


Fix a critical bug - map movement

Sorry, The programmer was asleep right after the update and didn't notice.
Fixed a problem that prevented map movement after Chapter-6.

Clown Update / QoLupdate

★The rewards for defeating Clowns in the two stages of Tactical tutorial 1 and Tactical tutorial 3 have been changed to make it easier to obtain a high score.

★New Clowns have been added to the Sword tactical lord, making it easier to obtain a high score. The difficulty level is quite high.

★Changed the placement of the endgame of Heavy tactical lord to make it easier to get a high score.

★The "Save Legacy Reservation List" function has been implemented.
(It may be somewhat buggy as we have not been able to debug it properly.)
This function is intended to make it easier to compare the legacies you used last time you played and which legacies you will use next time compared to the last time you played.
Just to be clear, this process is somewhat complicated, and it's a little hard even for us to explain how to do it.
At any rate, we have sent a telekinetic wave and hope that players will receive it.

★We have added the following items to the *config: "Register Arrow Step to Undo", "Dig to the end in one operation", and "Dig only on contact".

× has not been implemented yet. Sorry.

★We made some other fixes, but we forgot what I did.
 Basically, we accept bug fixes and requests via Discord and Twitter, but if you find something we forgot to implement, please send us a note from time to time.
(Unless the reply implies that it is "absolutely impossible", the staff has either put it off or forgotten about it.)


◇We plan to implement Flip tactical land next week.
The previously announced replacement of graphics and background music will probably take a few more weeks.
(Since this will be done in parallel with the development of Chapter 7-3, we are not sure which will be done first. We will probably not be able to update Chapter 7-3 within the next 3 weeks.)

Chapter7-2 Late-game modifications (slightly reduced difficulty)

The concept of this stage is "the score gradually increases through continuous play." However, I felt that the increase in score is a little slow and that many players tend to get tired before they feel the fun.
We also wanted to avoid increasing the difficulty level of the main stage, let alone the nexus stage, so we made the following adjustments.
(Although, it is not that big of an adjustment...)
◇Decrease ATK/DEF of tier 7~8 enemies by about 10%.
◇Increased EXP of tier 5/6 enemies by about 20%.
◇Increased EXP of tier 9/10 enemies by about 20%.
◇Overscore changed from 1,500,000 to 1,250,000.
◇Decreased Platinum/Diamond Nexus Medal score requirement by about 20%.
◇One magic elixir on each floor of .


We would like to adjust this stage so that the final Sunstone reward is somewhat more than the other stages, but we are concerned that the score increase due to magic/legacy after Chapter-8 will be much higher.
For now, we will give this a week or so to see how it goes, and if the scores are low, we will make adjustments, and if moderate scores can be obtained, we will maintain the status quo.