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Tactical Nexus News

Chapter6-1 Temporarily implemented!



Chapter6-1 Final tutorial was implemented.
(Originally this was DLC content, but since we are a group that delays work at a critical level, we decided not to sell the DLC until two stages were ready, and to temporarily include it in the main package for free when there is only one stage of game to play.)

We now have three full-fledged contents to play: "Legacy", "Magic", and "MysticGate", but the programmers are delaying the whole process, which is causing a lot of glitches and bugs. Sorry...

We are currently spending a lot of time on UI and bug fixes, so the amount of game description is minimal, but the following system will be implemented from Chapter 6-1.
The implementation of "Legacy" and "Magic", special items that can be used at any time in stages from Chapter 6 onward.
Mystic gate" which can be used to play the hardcore mode in that stage.

[Balance of Chapter6-1]
The balance up to the middle of the game is generally good, but the balance at the end of the game is somewhat broken, and in some cases, the status of enemies and the placement of very few items may be changed.
(Especially around Violet oath...)

Also, there are a lot of hastily implemented processes, and I think there are a lot of bugs and inconveniences in general.
(In particular, the map preview function in Chapter-6 and later should be fixed as soon as possible.)
However, I think these fixes will probably be made at the time of implementation of Chapter6-3, not at the time of implementation of Chapter6-2.


[Implementation of Chapter6-2]
Currently, the programmers are delaying the work, and the test player group has finished most of the test play of Chapter6-2. We hope to implement Chapter6-2 in 5~7 days, but we do not know what will happen (it is probably much more likely to be delayed).

Since the beginning of this year, all we have been doing is trying to improve our efficiency in order to get the work done in time.
However, as we became more efficient, we realized that our desire to implement more features that we think are necessary outweighs our desire to get the work done on time.
I apologize for always exceeding deadlines, but the pace of this year and the first half of next year will probably be like this...

[regarding the frequency of future implementations].
The game designer's work speed has increased significantly since Tactical Beach, but the programmers tend to get stuck.
I think that stages will probably appear at a frequency of about one stage per month, but there may be a situation where three stages will suddenly appear in a row after a gap of three months.
We would like to somehow solve this pacing problem, but it is still difficult for us. We apologize for any inconvenience.

Bug fix - Beach gate

〇The specifications of undo have been slightly changed to fix a bug that allowed some gates at Treasure Beach to pass through without decreasing the beach coins.
(Please feel free to use any Sunstone you acquired before the bug was fixed.)
〇It is no longer possible to use the change-of-place orb on some of the TILEs, such as the staircase.
(It is possible to use the orb to teleport toward the top of stairs.)
×We have received reports of crashes when warping on some stages, but we have not been able to identify the cause (we are unable to reproduce the problem in our environment) and have not yet been able to fix it.
 (We are trying to identify the possible cause, but we have not found it yet.)

bug fix

The warp destination for the beach bar was wrong, so we will make the warp destination corresponding to the color.
(Sorry for the complicated fix.  From now on, the red and purple warp destinations will be the opposite of what they used to be.
The warp destination changes will be applied to past saved data as well, but the "ENTRY LOG" modifications will not be applied retroactively).

Fixed text misalignment, etc.

ChapterEX2-3 Tactical Beach implemented!

In a bit of a back and forth order, we have implemented one of the stages from ChapterEX2, as well as experiencing the gimmicks from Chapter-6 onward.
(Chapter-EX2 is a free DLC that we decided to develop as a thank you to those who helped spread the word about the game in the past. Since there is still only 1 stage, it will be the next stage implementation to be divided as DLC. ......)

All the systems that make the game fun were probably put in by the game designers, plus quite a bit of programming work, but it's a bit buggy and the balance is a But we think you'll enjoy it.
But we think you'll enjoy it, so let us know how it goes for a few days.
(Bugs will be left alone for a few days if they are not fatal. There is a rather fatal bug related to the gate, but this is too difficult and takes a bit of time. Also, there are some strange coins in the Celestial coliseum, but don't worry about that either.)

For those of you who have been through Chapters 1-5, this stage will have a tremendous impact.
However, all of ChapterEX2 has this level of impact, and from Chapter-6, when Legacy appears, you will experience similar impact again and again.

(We have recently found that we get better ideas when we work in a rush, but today we worked for a little over 44 hours straight, leaving some bugs unfixable.
We'll do patches to fix some major issues and QOL fixes next week or the week after.)


Functional Improvement - "Performance Lightening" implemented

〇Modified lightweight mode of performance.
Puddle Reflection" has been changed to "Performance Lightweight" and turning it on will ease the load on equipment effects and NexusStage clear graphics.

〇When using "Compare" in the map preview, the status list of defeated enemies is now also displayed.

〇Fixed a bug related to mouse-over notes in the map preview function (F key).
(When using the map preview, notes can now be correctly referenced on mouse-over.)

〇In the stage selection screen, stage selection and GAMESTART can now be performed with the keyboard.
(Overall, we apologize for the inconsistent design of keyboard and mouse operation.
Originally, TacticalNexus was intended to be a game played only with the keyboard, but that became unclear when we implemented click to move.
It is not certain that when TacticalNexus is completed, this game will be playable only with the keyboard.)


△Fixing placement errors in some map and a bug that causes infinite status increases under certain conditions will probably be fixed after the 64-bit version is implemented.

☆Within a few weeks, we plan to make an update to show "how much your score increased compared to the previous data when updating your high score", etc.

☆This will be at least 2~3 months after the conversion to 64-bit, but we are also planning to implement a memo function in a form that does not specify coordinates.
(We are thinking of adding a function that allows users to reference written memos in a manner similar to Magic's UI when using MysticGate.
We are also planning to implement a note sharing and merging function in the future, although it will take some more time.)


We apologize for the inconvenience as updates have been delayed for some time.
We are currently updating TacticaNexus from the 32-bit version to the 64-bit version for reasons of the development environment.
The 64-bit version will (somewhat) reduce the scope of what can be done with the program and the frequency of some bugs, but it will also make it impossible to use the program extensions (DLLs) that were created for the 32-bit version.
In addition, the programming languages we normally use for development are hardly 64-bit compatible, so we are working on those, as well as finding source code and licenses for DLLs.
We now know how much work is left to do, but have no idea how long it will take.