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Tactical Nexus News

Update - Why don't you recycle your surplus "HP"? (1/2)

Several changes have been made to the three stages. The main changes are as follows:

Chapter1-6 Tactical tower G - Add x2 Golden feather in the Nexus room (requires 8 platinum keys and 1 Moon medal).
Add an Eternalpotion in the Nexus stage (10 Violet keys are required).
(In addition, the contents of the keyblocks and the placement of items in the Nexus stage have been slightly changed.

Chapter2-4 Tactical tower P - Add an agent on 9F.

Chapter 5-1 Frozen tactical lord - "Enter the snowstorm(Nexusroom)" with an enemy that drops blizzard orbs.

This update is intended to increase the rewards for stages with low Sunstone gains, as well as to create a fun "new route into old dungeons if you have more than a few hundred Sunstones".
This update only changed three stages, but the September 5th update will change an additional ten stages.
After the stage changes, many players will be able to play for approximately 150~500 additional hours.



We took a quick survey right before the update, and the results were 100% in favor of the update, so it was implemented.
The following is the same text we posted on the TacticalNexus Discord (http://discord.gg/cCaCBSSyrz).
(These are our stances on game balance, etc. You do not need to see these sentences to play the game.)


The Nexus-system and the Tower of the sorcerer system allow you to change the strategy and strategy route of the game by adding just one equipment item or branch.
This allows developers to add interesting elements to an already completed stage without having to think too hard (or too quickly).
This feature is very desirable for "increasing the number of new tots-like developers", but depending on how you use it, it can also be considered as "developers adding new items on a whim, and the player being pushed around as a result".
(In hindsight, I think this is one of the reasons why we didn't go ahead with the map changes.)

We are positive that there will be games that follow the Nexus-system, and we think it's great if they can develop them without any hassle and players can enjoy the game, since both players and developers benefit (no one loses).
However, as far as Team-Nexus is concerned, it is a "hobby" activity, and I don't like the idea of forcing players to play inertia by making easy changes and modifications.
TacticalNexus claims to be a game that can be played for 10,000 hours, but we want that huge amount of playtime to be "time spent playing with a sense of freshness and excitement", not "time spent coasting".
(For example, a strong shock like D's Nexusstage).

This update is interesting in that you can create a new strategy every time you exceed a certain amount of Sunstone, but on the other hand, it also has a negative aspect of forcing you to use a certain strategy depending on the amount of Susntone you have.
We like Pop's Backtrack and P's Agent because they change the perception of the stage as a whole (P creates the possibility of ATK builds), but the other stage modifications are less dynamic.
Nevertheless, in terms of game balance, we believe that as long as players have some active fun, that's all that matters. As I mentioned earlier, these features are also a good part of the development of Nexus-system and Tots-system games.

Urgent Update-Chapter 3 Stage Changes!

All stages from Chapter3-1 to Chapter3-5 have been modified, and equipment items that symbolize each stage have been added.
However, most of these changes are updates to create "atmosphere", and there are no major changes.

 With the exception of Pure Nexus in ......Chapter 3-3.

The Pure Nexus route in Chapter 3-3, which had become almost a skeleton, has been drastically altered, and five Eternal potion locations have been added so that advanced players can obtain a high score even on Pure Nexus.

This update was done in a hurry, so there may be some mistakes in the map placement. If this is the case, corrections will be made at a later date.

"Highly-functional mapview" has been implemented!"

You can now press the F key to get an advanced map preview.
You can use the Up/Down keys to switch the display of the map to be previewed, and press the C key to compare the default map with the current situation.

We were actually going to do a Sunstone-related UI update this time, but there were some glitches and it got delayed.
In a week's time, warp gates will be implemented in some stages, making it easier to move around, and in a few stages you can "abuse" the warp gates to get a higher score.

Implemented the display function of HP gauge!

Implemented HP gauge display functions prior to map modification of Chapter 5-4.
This can change the setting from the configuration screen.
(The stage where HP CAP is implemented will appear in the future.
In addition, items that recover HP to HP peaks (MAX HP) in the play will appear.
In addition, there is almost no stage of equipped with these systems)

Extra map preview (first stage) implementation!

Implemented the function to preview the map in detail with PgUp / PgDn on the keyboard.
This will allow you to preview the "floors you've reached" so far.
(Registration of "floors that have been reached" will be done from this update.
Therefore, we apologize for the inconvenience, but please load the past save data and move all floors.)

We really wanted to implement the map list in the UI on the right side to make it a little easier to use, but since it takes time to process, we implemented the process once at this stage.
Next, we will modify the map of Chapter 5-4 and install Magic.