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Tactical Nexus News

Notice of change in update order

We announced this on Twitter, but we'll also be announcing it here.
We had planned to implement 8-2 next week, but after the programmer played TacticalNexus for a while last week, he was left with the impression that “QoL improvements are absolutely necessary for high-difficulty stages” and “we should start working on QoL improvements that we can do now rather than new stages”, so we'll be making QoL improvements in next week's update and postponing the implementation of 8-2 to the week after next. Sorry.

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There are a few reasons for this, but while you can play through high-difficulty stages and wide stages with 50-70 floors well when you're “in the zone” and playing through them as a test, when you play them a second or third time, you really want to be able to “refer to past data”.
In other words, you get the feeling that you want more information to be presented about “what strategy you used to clear the stage the last time you tried it”.
We implemented a function called that saves the history of previously opened locks, but to be honest, I also wanted information such as “at what level did you unlock this door?” and “what did you choose for your last level-up bonus?” to be displayed.
Also, I don't know how far this can be taken, but if it's possible, I'd also like to see a history of things like the use of orbs.

Basically, “using your head” is fun, and in TacticalNexus, I think that “improvements” that allow you to play better than last time are a good thing in terms of the gaming experience.
However, there is a side to this where it is difficult to really experience the “improvements” unless the player is quite proactive about taking notes, so I thought that I would like a function that “shows the player things like ‘you made this choice last time’” from the game itself, even if the player is not actively taking notes.
(The next chapter to be implemented, Chapter 8-2, is also a fairly unique stage, with around 45 floors in terms of size alone, but we wanted a function that would allow players to compare “what they played last time”).

We expect players who have played for thousands or even tens of thousands of hours to take on the game, but on the other hand, the QoL of this game is insufficient, and the weapons that muscular players can use tend to be their own fists, rocks, and clubs.
It's beautiful to see a well-trained player challenging themselves with just their own body, but as long as the developers are challenging the players, we felt that we should provide players with steel axes, carbon fiber armor, and heavy weapons, and raise their potential first.

I apologize for the confusion caused by the order of events, but from now on, the programmers are expected to work for 16 hours a day for the next two weeks, including personal matters, and I will report on the progress on Twitter while writhing in agony, so I hope that will help to ease your frustration.

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The following content is scheduled to be implemented next week.

◆ The enemy version of the Item Catalog will be implemented as a shortcut key: 4.

◆ The “level when the key was opened” will be displayed as additional information in “Memories from 0”.
(I actually thought about just displaying the “order in which they were opened”, but I felt that it would be difficult to process and that it would be easier to use “level” as a measure to some extent... )

◆ When “Memories from 0” is activated, a function will be added to display the “previous command selected” in the level-up command.



◆The basic resolution is expanded from 640*508 to 960*508, and a special space
“Extend Space (commonly known as ES)” is created on the right side.
(It is also possible to select the existing resolution)

◆The following content is planned to be displayed in ES.
★Calculator
★Enemy Catalog (enemies can be pinned, allowing you to always check the status of any enemy character and the map where they are located)
★List of reserved Legacy and Magic items, with quick activation buttons
★Clear floor score calculation
★A function to display the Nexus Medals, Sunstones and stages you are currently challenging (for broadcasters)
★A more detailed status screen (we plan to add the ability to check things like weapon status increases and total EXP)
★A function to pin the keys you have reserved
★The previous level log from ★A help screen where you can see a list of the shortcut commands that have been implemented so far

◆ES has a scroll bar, so you can display the content you want, and you can also change the display order of each item.
This allows you to customize the content you want to display for each player.









Several bug fixes and functional improvements

◆Added “Previously selected mode” for resolution selection.
(You have to select the mode once before it will be displayed.)

◆Added 2560x2016 resolution.

◆When the level-up is available, you can level-up continuously by holding down the button.
 (I debugged it carefully, but there are more than 80 places to be fixed and there might be mistakes. I will fix the critical ones as soon as possible.)

◆Applied some text for devices that were not implemented yet.

◆Fixed some legacy issues where legacy levels were not working.
(There may be a few more left)

◆Added five-card effects in Flip tactical land, although not directly stated.
 (The value of the buff is the same as that of the four-card.)

◆Fixed a bug in LastInflator's Type-G that allowed the use of a silver sunwisher.

◆Fixed a bug in Type-B that when special equipment such as alchemist rods were equipped in the second slot, the equipment icon displayed when the item was picked up was incorrect.

◆Fixed a bug in Type-B in which equipping the second slot with a “Melt” weapon, such as the great sword of the blizzard, would cause the weapon in the first slot to disappear.

◆Added the ability to mouse over the alphabet in the lower right corner of the screen when activating LastInflator to see a description of the effect at any time (very inconvenient because it is so small).
 (It may be inconvenient because it is very small.)

◆The upper limit of the number of predicted turns was changed from 1000 turns to 5000 turns only for the battle prediction displayed in the lower right corner of the screen and for the mouse-over battle prediction.

×The bug that the buff value of the Glory Sword is wrong and the bug that items and enemies at the top edge of the screen are transparent will be fixed at a later date.


















Translated with DeepL.com (free version)

Bug Fixes


◆I forgot to explain that TacticalNexus can now be launched even if you are not logged in to Steam.

◆Fixed a problem that allows remote unlocking without running Type:C.
(I forgot to turn off the debug command ......)

◆Fixed a bug that the game crashes when you try to equip the “Fate Craymore”.

◆Changed legacy reservation from right-click to Shift+left-click.
From a player's point of view, these sudden changes of operation specifications are really the worst, but our developers' hands are now stained with darkness. Sorry.

◆Fixed the problem that the icon of Type:E cannot be clicked.

◆In Type:C, changed the command of remote pavement of Arrow Step and Pop Step from left click to Shift+left click.
(I will add this to one of the descriptions in the near future. If it hasn't been implemented by next week, please let

trial update!



["Last Inflator” update is now available!]
“The tutorial is over and the real TacticalNexus begins.
Let's go to the Kawarawari Dojo.”

Almost 5 years after the release of TacticalNexus, the “Last Inflator” system has finally been implemented, allowing players to play the hardcore mode.

This update is a preview update, and two of the three last inflators that appear in Chapter 8-2 can be obtained from the Tile Breaker Dojo (located at the bottom of the stage list).
(Approximately 1000 pieces of solar stones are required).

The last inflators have also been implemented in the three stages of ChapterEX2.
The Last Inflator can be obtained by meeting certain conditions when using the Mystic Gate.
(The placement of the Last Inflator is retroactive to past saved data.
If you have already cleared the game in Mystic Gate mode, you may be able to acquire it by doing undo several times after loading the clear data.)





The Last Inflator, instead of greatly enhancing the enemy, it also buffs the player very powerfully.
It can be a tremendous amount of mess, but it would be faster to actually play it than to write a sentence.
Or rather, play it, as the programmer writing this article has been awake for 26 hours at this point and can no longer write properly. Seeing is believing.

The normal stages of TacticalNexus are developed on the assumption that they can be completed if you have all the DLC at that point in time, but the Last Inflator and Mystic Gate have a specific multiplier applied to their status. However, due to the fact that the Last Inflator and Mystic Gate have a certain multiplier applied to their status, there is a possibility that they cannot be cleared at this point in time. Please understand this beforehand.
(Instead, there are “devices” placed throughout the stage that enhance the effects of the legacy, and you will receive additional rewards even if you are unable to clear the stage.)


[There are some glitches.]
We wanted to update the game when it was somewhat working, so there are a few glitches.
We will fix them often, but the amount of glitches is so large that silent updates may continue.




[Other updates include.]
◆The effects of The Cure have been greatly enhanced.

◆Added the ability to right-click to cancel in magic and legacy.
(This conflicts with the reservation process of Legacy, so we plan to change the specification to Shift+Left Click to reserve later.
We are planning to change it to Shift+Left-Click later, though we don't want to change it after you have gotten used to it. Sorry :)

◆The animation function of score will be added at a later date. Maybe after 8-2. ......

[About the next update].
We will update to fix bugs from time to time, but at the moment we are planning to update Chapter8-2 on 10/22.

Implementation of “Memo with sound effects


Nine special memo icons that make a sound when stepped on are implemented.
(There may be some bugs because there is no one on staff who can debug it.)

Fixed a bug that when you activate after undoing it, you can use it even if the magic consumes more than 41 MP.