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.
----
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.
----
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.
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.
----
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.
----
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.