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Tactical Nexus News

Urgent map modification - Chapter4-1(Tut-4),Chapter4-3(Oath)

Oath and Tut-4 were not as well tuned as the other stages, and I was thinking of making a retroactive "adjustment to enemy parameters" to fix this. However, since it is difficult to adjust the score of Oath and Tut-4 due to the increase in Sunstone with only fixing the enemy drops (i.e., it is not possible to apply retroactively), we modified the map urgently.
Clown drops have also been modified, and that part has been applied retroactively, but if you want to get bigger clear rewards, please restart the game.

If the game is still difficult to complete, or if your score does not increase significantly, we will adjust it again.  This will probably be in the form of adjusting the parameters of the Clowns.
(We may not adjust the Crimson clown in oath).

Oath tactical lord
When the Clown update was implemented, we initially thought that the "quadruple or octuple the EXP" system would be a direct and extreme change, but since the (currently applied) changes to D and K that were made towards the end of the update have been well received, and since the score increase curve gives the impression that it will have a positive impact on the amount of Sunstone obtained for each additional Sunstone possessed, we decided to include that change in these stages as well.
We also adjusted the score bonus for defeating the first and second clown as much as possible.

Yellow clown ATK15000→13000 XP8000→10000 DROP:Blizzard orb→Golden feather x2
Blue clown XP11000→12000 DROP:Blizzard orb→Golden feather x2
Crimson clown ATK 32000 -> 35000

The map has been adjusted so that players can obtain additional items such as Eternal potion and EXP increasing equipment after defeating Clown.

Tut-4
The same fix as for Oath has been made.
(I'm afraid that even with this update, the amount of Sunstone gained in this stage does not increase as much as in the other stages.)

Added one Eternal potion and one Golden feather to be obtained after defeating 0 Violet clown.
The map has been modified because it is difficult to adjust (i.e. retroactive application is no longer possible).
Clown drops have also been modified, and that part has been applied retroactively, but if you want to get bigger clear rewards, please restart the game.

If the game is still difficult to complete, or if your score does not increase significantly, we will adjust it again. If the game is still difficult to complete, or if the score doesn't increase significantly, we'll adjust it again. This will probably be in the form of adjusting the parameters of the Clowns.

Oath tactical lord
When the Clown update was implemented, we initially thought that the system of "quadrupling EXP" would be a direct and extreme change. However, the (currently applied) changes to D and K that were made at the end of the update have been well received, and the score increase curve shows that they have a positive impact on the amount of Sunstone obtained for each additional Sunstone.
We also adjusted the score bonus for defeating the first and second clown as much as possible.

Yellow clown ATK15000→13000 XP8000→10000 DROP:Blizzard orb→Golden feather x2
Blue clown XP11000→12000 DROP:Blizzard orb→Golden feather x2
Crimson clown ATK 32000 -> 35000

Changed the map as shown in the attached image.

Tut-4
Fixed the same intent as Oath.
(We're afraid that even with this update, the amount of Sunstone gained in this stage does not increase as much as in the other stages.)

Added one Eternal potion and one Golden feather to be obtained after defeating 0 Violet clown.

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

In the past month, we have slightly modified the maps of the following stages.
Most of the stages have multiple "Clown" enemies that are very powerful.
(Clown Update was done in small parts. Bolded parts are stages that were updated today.)

Chapter1-1 Tactical tutorial
Chpater1-2 Tactical tower NEW
Chapter1-3 Tactical tower D
Chapter1-4 Tactical tower K

Chapter1-5 Tactical tower mini
Chapter1-6 Tactical tower G

Chapter2-1 Tactical tutorial 2
Chapter2-2 Hitofude dojo
Chapter2-3 Tactical tower W
Chapter2-4 Tactical tower P
Chapter2-5 Tactical tutorial 3
Chapter2-6 Pop tactical lord

Chapter3-1 Sword tactical lord
Chapter3-2 Life tactical lord
Chapter3-3 Limit tactical lord
Chapter3-4 Glorious tactical lord
Chapter3-5 Celestial coliseum

Chapter4-1 Tactical tutorial 4
Chapter4-2 Oath tactical lord


Chapter5-1 Frozen tactical lord

The basic structure of the game hasn't changed at all, but fulfilling certain conditions will increase your score significantly.

Fixed bugs and updated Tactical tower W

Fixed the placement of the Return key in Chapter 2-1 and implemented the "Warp Gate" in Chapter 2-3 Tactical tower W.

Update - Why don't you recycle your surplus "HP"? (1.5/2)

This update is a bit half-hearted due to the delay in work.
This update consists of the following 6 changes.
Chapter1-2 Tactical tower NEW
Chapter1-5 Tactical trip mini
Chapter2-1 Tactical tutorial 2
Chapter2-2 Hitofude dojo
Chapter2-5 Tactical tutorial 3
Chapter3-5 Celestial coliseum

The main content of this update is the introduction of the "Clown" enemy for players who have more than 500-1000 Sunstone.
Also,in the next few days, about 4 stages of the map will be modified.

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.