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Tactical Nexus News

QoL Update / and bug fixes/Implementation of “Memo Alert” function!

[p]The update for ×8-4 will be released on or after July 22. We sincerely apologize for the delay.[/p][p][/p][p][/p][p]\[Update Details][/p][p]- Implemented the previously unimplemented effects of “Deja's Pulse Book.”[/p][p]- Fixed several other bugs.[/p][p][/p][p]• Added an “Alert (Notification)” feature to notes.[/p][p][/p][p]With the Alert feature, you can set numerical conditions for “Level,” “ATK,” or ‘DEF’ (or multiple options).[/p][p](These settings will be recorded as “Alert Notes.”[/p][p]The key layout is quite confusing, but you can view the list of Alert Notes using the comma key (,) or Shift + N key.)[/p][p]When an alert memo is set, a notification will appear in the top-left corner of the screen when the player's status reaches the set value.[/p][p][/p][p][/p][p]Specific uses for this feature include “notifying the player when it's possible to defeat a specific enemy without taking damage” or “notifying the player when there are many enemies that are immune to Giant Killing in a level.”[/p][p]Additionally, the list of alert memos is displayed in the Extended Screen (the rightmost part of the screen that appears when you select a widescreen resolution at game startup).[/p][p]I suspect that heavy users who have played this game for thousands of hours are more likely to come up with effective uses for the memo feature than the developers.[/p][p][/p][p]Please consider various possible uses and give them a try.[/p][p][/p][p][/p][p]• Implemented a “reservation” feature for magic.[/p][p]Pressing the Z key on the magic selection screen allows you to reserve a spell, and when it becomes available, a notification will be displayed similarly to the alert feature.[/p][p]Originally, this was intended to work like the legacy system, where the icon of the reserved spell would be displayed at the forefront, but it turned out to be about five times more complicated than expected, so we decided to postpone it for now.[/p][p]We plan to implement it at some point this year.[/p][p][/p][p][/p][p]・The Poison Sword now has the effect “DEF + LV x 10.”[/p][p][/p][p]The Poison Sword, which is basically known as a “junk weapon,” has been strengthened.[/p][p]At first glance, this may seem like a trivial buff, but since there are few weapons that increase defense at the same time, it's actually a pretty big effect.[/p][p]...or at least, that's a possibility.[/p][p][/p][p]With this buff, the Poison Sword seems to be in good spirits, so please give the newly revamped version a warm welcome.[/p][p][/p][p][/p][p]• New player graphics (yellow: squirrel) have been implemented.[/p][p]These can be changed from the configuration settings.[/p][p](This only changes the graphics and has no effect on gameplay.)[/p][p]Originally, TacticalNexus was planned to have a system where character graphics would change when LastInflator was activated.[/p][p]However, due to the graphic designer's busy schedule and the fact that changing character graphics midway through feels jarring, we decided to gradually add more character graphics and make them configurable instead.[/p][p][/p][p][/p][p]The total number of player graphics will eventually be seven.[/p][p]We plan to add one new character every six months to a year.[/p][p]Originally, we were supposed to receive his design by the end of March, but the implementation was significantly delayed.[/p][p]Three months have passed since then, and it has finally been implemented, so let's go call him.[/p][p][/p][p][/p][p]...Hmm, he seems to be looking away.[/p][p]He looks angry, but it's probably just my imagination.[/p][p]Maybe he ate something strange and upset his stomach.[/p][p]He should be having fun in the game. Probably.[/p][p][/p][p]・New graphics have been added for “item acquisition,” “key usage,” “digging,” and “defeating enemies.”[/p][p](This does not affect gameplay itself.)[/p][p]When effects or animations are added midway through, it can take a little time to get used to them.[/p][p]So, you might feel a bit off at first.[/p][p][/p][p]The reason we're using a slightly negative tone for this announcement is because, despite the programmer saying, “I've been really busy this past week,” the graphic designer kept sending over a ton of new graphic specifications as a prank.[/p][p](Team-Nexus's graphics development environment is unique, so programmers also need to do a significant amount of work when implementing new graphics.)[/p][p][/p][p]People tend to be inspired or influenced by others' actions, but when you're busy, others tend to send you more work.[/p][p]The reason updates are delayed by several weeks at the end of development is because, when we're focused on the work, idiots keep showing up demanding extra ideas and verification.[/p][p]I call this phenomenon the “trash nexus.”[/p]

Bug fixes and the addition of some of the effects that had not yet been implemen



★The two Legacy effects that can be obtained from the last inflator in Chapter 8-3 have been implemented.


★In preparation for any bugs that may occur in the future, the maximum level value has been set.
(You can continue to level up and increase your stats, but the count will stop at 999)


◆The effect of has been changed to “Unlock the Nexus Medal Block in the Forward Direction”.
(This legacy had some bugs, and it was extremely difficult to fix due to the specifications, so we changed it to a different process with the same effect.)


▲If you do not have the DLC for Chapter 8, there is a bug where the Nexus Medals and Sun Stone Fragments for 8-1 and 8-2 do not appear in the “All Medals” section, but as it is quite difficult to fix and the data itself can be used normally (these data can be used internally), we will leave it as it is for now.
(I can't think of a good way to explain this, and if I try to explain it in detail, it will become a very complicated explanation...
The cleared data for 8-1 and 8-2 is not displayed in “Medals in the stage list”, but it is treated as if you have the Nexus Medals and Sun Stone fragments you obtained in 8-1 and 8-2.
There is probably a difference of 1 or 2 Nexus Medals between the total number of Nexus Medals displayed in “All Medals” and the Nexus Medals and Sun Stone Fragments displayed in the bottom left of the stage selection screen (this is the correct data).
These are the “hidden 8-1 and 8-2 Nexus Medals and Sun Stone Fragments”, which can actually be used in the game).


×The addition of QoL for ×8-3 and the implementation of the additional effects of the will probably be in 2-3 weeks. Sorry.



★We have implemented a program to counter the bug where the score becomes negative when it exceeds about 2.1 billion.
At present, I think the score will count up to about 99 billion.
(When it goes up to the trillion unit, the notation sometimes becomes strange, but I don't think the score will go up that high)

This process is designed to prevent overflow by adding a lot of exception handling, so there are probably some bugs here and there.
For now, if a bug is found that prevents you from receiving rewards (sun stone fragments or nexus medals) normally, we will fix it within two days if possible. (If it's a minor problem, we will handle it as a silent patch without notifying you of the update)
Basically, if you save your game data after you've cleared the game, we can fix it quickly, so if you think the score is displayed incorrectly, please save your game data first.


🌵The following is a digression, so you don't need to read the text below this item🌵

In fact, there are five modes in this game: “Normal Clear”, “Pure Nexus”, “Mystic Gate”, “Last Inflator” and “Special Clear”, and each of these has nearly 100 lines of special overflow countermeasures.
Because the data handled by these five modes is slightly different, if you make a mistake in the description by mistake, the game data will be corrupted. In other words, the work around here is essentially Jenga in the final stages.

The word “programming” gives the impression that it is very clever, and because TacticalNexus is “not random”, I think that many people get the impression that this game is mechanically and calculatedly made.
However, what I'm doing is a kind of patchwork that incorporates about 150,000 processes of rusty nails and reinforcing cardboard, and the game balance of this game is a very poor environment in which the programmer has created a plan that the game designer has thought of by rolling the dice and making a random guess.
In short, our development is an extremely analog, old-fashioned environment with a strong sense of randomness, and the processing related to the score is the best example of this, so sometimes bugs that make you doubt your sanity occur. Sorry.
(At least, I don't think it's anything that would cause bugs like deleting past data, and I think it's something that can be fixed quickly.)


×The staff have failed to coordinate their schedules, and the Dark Lord has risen from the depths of the earth, so we will be busy for about two weeks.
(We need to prepare a sacrifice and transform him into his complete form.)
There is a possibility that bug fixes may be delayed slightly during this period.

Fixed the problem where the Y-axis log of Evolution was reversed (8-3)

📒no text

Chapter 8-3 has been reworked

◆The gimmick of Chapter 8-3 has been significantly altered.
・If you are aiming for a special clear, the orb for changing locations and the teleportation orb are now almost unusable.
・If you are not aiming for a special clear, you can now sell the mirror orb for 20,000 world fragments on the third clear.
(For increasing your score)
・There is now room to significantly increase your score with a special clear.
(However, it is quite difficult).
・The prices of some of the items that can be purchased with the Mirror of the Lost World have been changed.
・The level-up bonus has been changed from 5x1, 2x2, 1x3 to 4x1, 2x2, 1x4.
・The level increase bonus has been greatly enhanced, although the number of levels increased by evolution has been reduced from 2 to 1.

Please note that if you use save data from before the changes, there will be some inconsistencies in the game data.
(It was too difficult to maintain both specifications in the processing, so we couldn't do it. Sorry.)
In addition, in this version, Chapter 8-3 can probably produce a score that exceeds the overflow (about 2.1 billion).
At the moment, if you overflow the score, it will become negative, but this will be fixed within the next week, so please keep your save data if your score overflows.

◆In 8-3, a bug that prevented the log from being saved correctly during evolution has been fixed.

◆A bug that caused the screen to display incorrectly when hovering over the in your possession has been fixed.

◆The usability of the right-click directional change operation has been slightly improved.

◆If you get a score of over 4 billion in a special clear within a week, we will raise the over-score from 4 million to 5 million.
(Our staff have found a route that will get you to 3 to 3.5 billion, but even the top players will probably need to spend 120 to 200 hours on their own to get there, so we think it's fair to not lower the over-score compensation in proportion to the time spent.





The following content is scheduled to be fixed/implemented within the next week.

◆Countermeasures for the problem of scores overflowing in some stages
(The score limit will be increased from 2.1 billion to 99.9 billion)

◆Implementation of the effect of the
◆Implementation of the effect of the
◆Implementation of the function to “be able to choose from among previously activated magic” in the (The system for reducing MP consumption will be implemented a little later.)


◆The effect of has been changed to “unlock the nexus block in front of you”.

◆In 8-3, you can use the Z key to reserve an item for exchange.
(A notification will sound when the can be exchanged for that item.)


◆(If possible) The problem where portals are hidden in the Orb usage history

We will be making the Chapter 8-3 fix around 24 hours later (02:00 PDT).


If we don't oversleep, we plan to do the update around 02:00 PDT.

Due to the changes to the stage, there is a high possibility that the save data from before the update will not function (or will cause problems) after the update. Please be careful.
(There is a slightly higher possibility that the rewards will increase due to this fix, but the difficulty level will increase even more than that.)