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Implemented commands for auto-collecting items and auto-defeating enemies

[p]Until now, I believed that encountering enemies that couldn't be damaged or collecting items was a fun experience in itself, and automating this would make the game dull and not very good.[/p][p]However, in Mystic Gate and Last Inflator, there were many instances where a slight mistake in procedure meant having to rewind about 500 moves to clear enemies. The strain on my fingers was immense, and all 241 fingers that had grown on my body vanished.[/p][p]Statistics from TacticalNexus show that 80% of players, like us, play TacticalNexus using tentacles or psychokinesis. However, this discriminatory specification against non-soft-bodied players is unacceptable in the 21st century.[/p][p][/p][p]Therefore, despite contradicting our previous statements, we have implemented “automatic item collection within reachable areas” and “automatic combat against enemies that can be defeated without taking damage within reachable areas.”[/p][p][/p][p]The internal processing is quite complex, but the system works roughly as follows:[/p][p][/p][p]◆Shift+C enables “Auto-item Pickup Only,” while Shift+D or the numeric keypad's + key activates “Auto-item Pickup and Auto-Combat.”[/p][p]→The speed of both auto-pickup and auto-combat is incredibly fast. Specifically, it's like this.[/p][p][/p][p]◆Auto-item pickup is affected by the “Block HP items (Mouse move)” setting in the Config menu and the “Mouse avoid list” in the Extended Screen.[/p][p]This means if there are items you don't want picked up during auto-collection, you can use these settings to customize which items are collected.[/p][p](However, ES involves quite complex processing, so there are some bugs that may not be fixed.)[/p][p][/p][p]◆The internal processing was incredibly demanding, so I might not be able to make many improvements to this feature. Sorry about that.[/p][p]Still, after Mystic Gate, this feature should be better to have than not.[/p]

【Amazing】A Player Has Surpassed 20,000 Sunstone

[p]As the title says.[/p][p][/p][p]While TacticalNexus's Discord was technically created by volunteers and we aren't the administrators—just users ourselves—a player has now achieved 20,000 Sunstone, so we're writing this commemorative news article.[/p][p][/p][p]Personally, considering various balance factors, we'd prefer it to cap around 50,000 to 60,000 by the game's completion... but it's probably going to exceed six figures.[/p][p](Not that we'd ever consider limiting late-game rewards for balance, because that would absolutely make the game less fun.)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]I used “player” because I couldn't quite capture the nuance in a short translation, but what's noteworthy is that the Sunstone record on Discord is treated as a “community record,” not just a “player record.”[/p][p]This game was originally designed with a balance intended to allow solo completion without any information. That said, players who finish all the game's content with each update engage in what's called “Bleeding edge” – collaborating, sharing opinions, and exchanging excellent ideas.[/p][p][/p][p]From Chapter 6 to Chapter 8, the game becomes quite chaotic, allowing things like “unlocking all ice blocks,” “not getting a game over once even if HP drops below zero,” “paving every wall on a floor,” or “equipping two weapons or accessories simultaneously.” It essentially transforms into a silly game.[/p][p]From this point on, the time spent “reviewing the list of special effects (Legacy/Magic) you possess and agonizing over which to use before starting a stage” often exceeds the actual gameplay time. It becomes a situation where not playing TacticalNexus effectively becomes the TacticalNexus experience.[/p][p]With each new stage added, the number of spells/legacy abilities increases by several types. Even if you tried every possible combination, you couldn't test or evaluate all the effects.[/p][p][/p][p]So, a process has been established where skilled players brainstorm ideas together: “What about this idea?” “Alright, with that idea, I'll take Route A.” “I'll take Route B with that idea.” This allows multiple people to test and validate ideas.[/p][p]This is how the highest scores for nearly every stage are achieved—through ideas contributed by multiple players.[/p][p][/p][p]Since it's not necessarily the achievement of a single individual, we treat it not as a “player record” but as a “community record.”[/p][p]As someone who used to play online games back in the day, I think this must be a really fun experience for players.[/p][p]Those days spent chatting until dusk—“Who's online now?” “Hey, wanna run this dungeon?”—are pretty memorable.[/p][p][/p][p]That said, even as a top-tier player back then, I've never seen a group of players achieve such flawless teamwork.[/p][p](I've heard English-speaking regions have a higher average age among gamers compared to Japan. The quality of communication on Discord clearly reflects people who've done substantial work, so I wonder if that plays a role too.)[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]In terms of difficulty, this game is quite challenging. For adults, it's one thing, but for minors, for example, with the level design we originally envisioned, it would be difficult to clear unless you were the top student in your school.[/p][p](Achieving the highest-grade medals for the main package within 150 hours with a Sunstone score of 45 or below; achieving the highest-grade medals for Chapter 3 within 250 hours with a Sunstone score of 75 or below; achieving the highest-grade medals for Chapter 4 within 350 hours with a Sunstone score of 150 or below; achieving the highest-grade medals for Chapter 5 within 500 hours with a Sunstone score of 500 or below)[/p][p][/p][p]On the other hand, looking at player logs, around the 1000-2000 hour mark, player skill increases abnormally. Regardless of their skill level when they started the game, most players seem to become quite skilled.[/p][p]If we suddenly used superpowers and erased everyone's memory of TacticalNexus stage layouts, I think a significant number of players could still achieve the above.[/p][p][/p][p]This phenomenon of skill improvement is quite common, and I'd often wondered, “Why is that?” or “Is it just some kind of bias?” But looking at it this way, it seems players might be absorbing tips for playing the game well through ‘communication’ – essentially learning from conversations with each other.[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]Learning communication or conversation fundamentally starts with thinking about “what you want to say,” then shifts to considering “what the other person wants to say.”[/p][p]If you don't first clarify “what you want to say,” you cannot convey your feelings to the other person.[/p][p](Unlike Japanese, English almost always requires subjects like ‘I’ or “You,” and sentences are structured so the predicate—the main point—follows the subject. Perhaps because of this, people in English-speaking countries seem to have a higher proportion of individuals with clear thoughts and intentions.)[/p][p][/p][p]On the other hand, if you become overly focused on “what you yourself are thinking” or simply write down your own thoughts, you won't understand what the other person thinks about your actions.[/p][p]Therefore, you develop the skill to judge “what kind of thoughts or intentions the other person has when speaking” based on what they say and the context.[/p][p][/p][p]While “avoiding sensitive topics” or “not stirring up trouble” is important when writing in public forums, this is essentially “rounded” communication.[/p][p]In limited groups or settings, the key to ‘sharp’ communication is “accurately deciphering the information and intent in a conversation, then speaking concretely based on that.”[/p][p](While study methods and exam formats likely vary by country, this higher-level communication skill has a clear connection to mathematics in Japan.[/p][p]Beyond “formulas” – that is, pre-existing knowledge (≈ cultural context, background, etc.) – the skill and speed of “extracting highly reliable information from limited data (spoken content, intonation, word choice, etc.)” directly translates to communication ability.[/p][p][/p][p]I didn't attend university myself, but I heard this from my father, who was the son of someone at the very top tier of Japan's top universities, and from my older brother who attended a top-tier university: apparently, science and engineering studies at top universities heavily involve learning this kind of content and how to distinguish information.[/p][p]In Japan, a conflict structure exists between science and liberal arts fields. Out of Japan's population of 124 million, 100 trillion Japanese people annually engage in this science-liberal arts war, which is essentially a massive dark carnival of slaughter and explosions, famously causing the Tokyo Tower to blow up each time.[/p][p]However, to score perfect marks on Japanese modern literature tests, you tend to need the aforementioned skill: “answering based on the examiner's content, not the story's atmosphere.” (Scoring 85-90% is relatively easy, though.)[/p][p][/p][p][/p][p]In reality, scrutinizing “what you yourself are thinking” and “what the other person is thinking” requires both humanities-based and science-based skills.[/p][p][/p][p][/p][p]----[/p][p][/p][p][/p][p]Being “capable” and becoming ‘proficient’ are different. To become skilled through familiarity, you must accumulate repetition.[/p][p]For example, anyone can type on a keyboard, but “touch typing” is limited to a certain group of people. Those who write daily for years can type at astonishing speeds to an outsider.[/p][p][/p][p]Almost no one can touch type at super-high speeds on first try. Everyone needs actual practice.[/p][p](Conversely, if you possess the aptitude to “grasp the appropriate structure” and “repeat it to achieve speed,” anyone can master such skills.[/p][p]This aspect will likely become much more widespread in the next 20 to 40 years.)[/p][p][/p][p][/p][p]Whether at work or in games, the tasks of “cooperating” and “collaborating” are difficult without experience, and unless they are systematized to some degree, major mistakes can occur.[/p][p]Communication, at its core, involves solving the improvised problems others present or presenting them in a way that's easier for the other person to solve. This relies heavily on improvisation and repetition for speed.[/p][p][/p][p]After all, facts come in two types: “subjective facts” and “objective facts.” Objective facts are the same for anyone, while subjective facts differ depending on the person.[/p][p]For better or worse, perceptions and cognition vary between people. On the other hand, information often contains inherent patterns. Within subjective facts or an individual's personal biases, there can sometimes be deeply ingrained patterns.[/p][p][/p][p][/p][p]Whether in work or responsibility-bearing situations, or even in casual conversations, one crucial aspect is identifying the speaker's character and mindset beforehand. This involves either researching them beforehand or using conversational techniques to draw information from them early on, or conversely, recognizing how to speak to make yourself understood.[/p][p]Then, based on that, if you think “This person probably doesn't need detailed explanations” or “They seem interested in getting deeper beyond the surface level,” you can delve into complex topics. If you sense “Theoretical discussions might be difficult,” you adapt your approach: speaking softly to those who prefer gentle communication, and steering the conversation toward clearly conveying key points and wrapping it up with those who present challenges.[/p][p][/p][p]Of course, mistakes happen. After all, no one can communicate perfectly 100% of the time.[/p][p]By continuing to interact with the same person, you begin to judge based on the success rate or failure rate of communication: “I can probably get along well with this person long-term,” or “Things are going well now with this person, but it will likely become difficult eventually.”[/p][p]I believe this is one structure of what is generally called a “trust relationship.”[/p][p][/p][p][/p][p]Judgments about “performance during success” or “balance in the face of failure” can be made based on emotion, but they can also be identified using logic and theory.[/p][p]The subjective rules flowing within oneself, combined with the accumulated balance and biases from communication with others, shape each individual's personal concept of trust.[/p][p][/p][p]And, depending on the time and place, what is prioritized changes. In the workplace, there's a tendency for communication to shift from being “emotion- and enjoyment-driven” to being “stability- and efficiency-driven.”[/p][p]That said, there's no need to completely abandon the former; sometimes, using that style of communication is more appropriate.[/p][p][/p][p]I believe that within each person exists a “science of communication,” which we build through improvisation or learn over time. This is communication viewed as a form of study.[/p][p][/p][p][/p][p]This distinction doesn't work well if you don't understand the theory or lack sufficient practice.[/p][p]On the other hand, people who interact with others often do this well, whether consciously or unconsciously. I believe anyone can improve by understanding the theory and practicing.[/p][p]However, putting it into words like this makes communication seem quite academic in its structure.[/p][p](As with this game, I place tremendous importance on comfort and efficiency, and what I've just written isn't meant to be the entirety of communication—this analysis is simply skewed in that direction.)[/p][p][/p][p]The TacticalNexus community has many people who, even through translation software, you can tell are “probably quite skilled conversationalists.” It gives the impression that many members have accumulated experience absorbing others' thoughts and perspectives.[/p][p]It makes sense that both speakers and listeners with high-level communication experience can grow rapidly. Or perhaps they're the type who physically consume brains to absorb others' thoughts.[/p][p][/p][p]Players who were initially unfamiliar with the game improve through interaction with others, and over time, players collaborate to propose new ideas for clearing stages.[/p][p]This approach is unsuitable for a “single-player game.” However, it's incredibly enjoyable for a “game built collaboratively by multiple people.”[/p][p]Challenging high scores not as “players” but as a “community” is a rare experience.[/p][p]It's only possible now, while other players are already thinking the same things and the game itself isn't fully finished.[/p][p][/p][p]This game is fundamentally a single-player experience, and we don't have any grand ideology about wanting to make the world better or worse through our activities.[/p][p]We just think it's nice if the people currently playing who seem to be having fun can keep enjoying themselves.[/p][p]Well, this game has periods where you might get bored and periods where you want to play for a while. Conversely, I hope you don't develop any compulsive thoughts like “I have to play this game.”[/p][p]However, future DLC will be sold for $1, and players who have already put in significant playtime should be able to continue enjoying the game without much hindrance.[/p][p][/p][p][/p][p]In Japan, once you become an adult, it gets really hard to get everyone together to play games.[/p][p]Many Tactical Nexus players seem to have stumbled upon it themselves rather than being introduced by someone. It's not uncommon for people who met as strangers to become friends who stay up all night playing together with every update, even years later.[/p][p]From our perspective, that kind of experience is rare.[/p][p][/p][p]Honestly, I have a pretty strong feeling TacticalNexus might start spiraling out of control around Chapter-EX1, leading to a balance collapse and some serious trouble. But hey, we'll do our best to keep it from collapsing for as long as possible.[/p]

Enhancements to

[p]◆Added a “Glitch” effect to .[/p][p]It might be a bit too strong on certain stages, but it was too weak elsewhere, so this balances it out.[/p][p][/p][p]◆Reduced the base MP cost of from 100 to 80.[/p][p][/p][p]◆Fixed several bugs. However, more bugs might have been introduced in the process.[/p][p][/p][p]◆Right-clicking on the map (left side of the screen) during map preview no longer cancels the preview.[/p][p](Right-clicking anywhere outside the map area will still cancel the preview)[/p][p][/p]

Minor Feature Improvements

[p]◆Added a function to the Undo/Redo buttons (right side of the UI) that allows continuous operations by holding down the button.[/p][p][/p][p][/p][p]◆Added a function that further speeds up operations by simultaneously pressing X with both the UI buttons and the commands (Ctrl+Z/Y).[/p][p]I do this myself, so I assume players do too, but honestly, pressing Ctrl+Z+X or Ctrl+X+Y simultaneously is pretty tiring on the fingers. We both do some weird things, don't we?[/p][p][/p][p][/p][p]◆Implemented a feature in Extended Screen's “Key Check” to display a list of key blocks.[/p][p]Accordingly, the vertical height and color scheme of Key Check have been slightly adjusted.[/p][p][/p][p]As a user, I go crazy when the UI of software I use changes. This is something we absolutely should avoid.[/p][p]Therefore, I really didn't want to change the color scheme, but considering this time's specification issues and the “final readability,” it was difficult to leave it as is.[/p][p]I also went crazy during development because bugs kept popping up, so I hope you all go mad too and join me in becoming Mandragoras.[/p][p][/p][p]Also, Extended Screen still has some bugs, I think. Unless it crashes, I probably won't fix it too often. Sorry.[/p][p][/p][p][/p][p]◆We've optimized some operations to be about 10% lighter.[/p][p]I think there's probably still room to make it lighter, but honestly, I'm not sure how much more we can do.[/p][p][/p][p]Actually, our development language has a specification where it crashes silently without warning once memory usage reaches 1.3GB. (The language itself has this behavior)[/p][p]And this game already consumes around 800~1000MB of memory. It's pretty bad.[/p][p][/p][p]There is a workaround called Large Address Aware that can increase the usable memory by about 2GB. I'd like to implement this someday, but it seems I'd have to rebuild from the source code of the development language, which sounds incredibly difficult. It's hopeless.[/p][p][/p]

Monthly Nexus September Issue

[p]※I accidentally posted this trash thread in the Updates category instead of the News category. My apologies.[/p][p][/p][p]Greetings, warriors who have crossed over from “that world.”[/p][p]This is the September issue of Monthly Nexus.[/p][p][/p][p]You are the “survivors,” and perhaps not many retain memories of “that world.”[/p][p]But the fact remains: most of the world continues to loop between September 9th and September 14th.[/p][p][/p][p]Many victims were swallowed by “that world” and could not return.[/p][p]Yet, we are able to live our days in this era, right now.[/p][p]This is entirely thanks to your efforts.[/p][p][/p][p]As comrades-in-arms who fought together in “that world,” we express our heartfelt gratitude to all of you, the “Survivors.”[/p][p]Thank you.[/p][p][/p][p]Additionally, one of the spells planned for implementation in 8-4 has been drawn into “that world,” so its implementation will be delayed.[/p][p]Thank you.[/p][p][/p][p]----[/p][p][/p][p]◆We've been focusing on adjustments for a while now[/p][p][/p][p]TacticalNexus stages generally become more interesting once players obtain Sun-grade Nexus Medals.[/p][p]Therefore, the programmers have been playing TacticalNexus again after a long time, making functional improvements where inconveniences are found.[/p][p][/p][p]Other staff members continue brainstorming ideas.[/p][p]We haven't had many chances to talk lately, but since Chapter 6, our development work has shifted from “building game balance” to “generating interesting ideas.”[/p][p]In a way, every staff member is also a game designer. Meaning, I always retain the right to destroy them.[/p][p][/p][p]For those who've obtained the Mystic Gate, you've likely spent many sessions pondering “which legacy or magic to use” for over half an hour while exploring past stages.[/p][p]That exact phenomenon is constantly happening in development. We endlessly discuss things like “which gimmicks would be fun to incorporate.”[/p][p][/p][p]And the same type of work gradually becomes more efficient and faster with each iteration.[/p][p]This is also why Chapter-8 started introducing unfamiliar gimmicks left and right.[/p][p][/p][p][/p][p]Now, back to the programmer's gameplay experience.[/p][p][/p][p]Many stages from Chapter-7 onward haven't been played much since the final adjustment test runs.[/p][p]Since it's been quite a while since I last played them, I've forgotten the tricks to clearing them. This has made me feel the game's high difficulty anew and notice things like, “Ah, this feels under-tuned.”[/p][p][/p][p]On the other hand, I personally feel that while Chapter 8's stages offer substantial rewards, their balance isn't necessarily broken.[/p][p]As I play, I'm rediscovering techniques and recalling memories from back then.[/p][p][/p][p]I wrote an article recently about how the development team doesn't know about this game, and that's not entirely wrong.[/p][p]Fundamentally, after finishing a stage's development, we immediately start on the next one. This means we rarely get to play our own game ourselves.[/p][p][/p][p][/p][p]...Well, we could if we really wanted to, but we'd probably get sucked into “that world” and delay development.[/p][p]If we let our guard down, we'd likely find ourselves stuck in an eternal August again.[/p][p]So, I personally feel I can only play like this at certain milestones.[/p][p][/p][p][/p][p]Incidentally, the currently unimplemented magic is: “Once per character at LV200+, you can consume 50 MP to reactivate a Legacy (Solar Legacy excluded).”[/p][p]This is intended to double-apply to items like the Medicine Dictionary and Heavenly Badge, and Omega Matock can also be used, so it should be a powerful effect.[/p][p]The level 200 restriction is significant, so it will likely be limited to certain stages, but for 50 MP, it's an exceptionally powerful effect.[/p][p]However, compared to other spells appearing in this stage, it's not that special, and implementing the UI (activation screen) and fixing bugs is incredibly tedious, so I'm putting it off for now.[/p][p][/p][p][/p][p]Personality-wise, I tend to have very distinct on/off switches.[/p][p]What this means is that implementing this spell would lead to: “Well, we've finished one major chunk, so we can put the remaining fixes on hold and move on to developing the next stage, right?”[/p][p]Frankly, I haven't even applied most of the bug reports yet, but implementing this spell would likely push us straight into system testing for the next stage.[/p][p][/p][p]As a developer, this is pretty shitty, but it's the reality. Therefore, I'll keep this magic as leverage for now.[/p][p]Consider QoL updates and balance adjustments as ransom for the kidnapping.[/p][p][/p][p][/p][p]----[/p][p][/p][p]◆Reflecting on Recent Balance[/p][p][/p][p]After replaying for a while, I noticed something.[/p][p]The difficulty of recent stages is clearly higher.[/p][p][/p][p]Even with fewer Sunstone Shards (meaning you have to strategize quite a bit from the start), clearing older stages is relatively easy.[/p][p]For example, Chapter 2-6 (Pop) on Floor 60 can be cleared in about 1.5 to 2 hours, 2-3 (W) takes about 1 hour, and 2-4 (P) takes roughly 1.5 hours.[/p][p]However, recent stages take around 2 to 4 hours. Sometimes I can't clear them well initially and have to retry 2-3 times.[/p][p][/p][p][/p][p]For reference, my recorded playtime is 4000 hours, so I consider myself fairly dedicated. Or rather, I'm a developer.[/p][p]My current Sunstone Shards count is 4500, but with another 300-400 hours or so, I'll easily reach 10000 even without strategy guides.[/p][p]Even so, I still think recent stages are genuinely quite difficult.[/p][p][/p][p]I'm almost certain of this: the reason many players achieve high scores on recent stages is definitely not a game issue, but a player issue.[/p][p]When you think about it, thousands of hours is roughly the time spent studying for a qualification in a well-paying profession. Players who've put in long hours have simply reached a professional level.[/p][p](I do think the increased convenience from things like ES also plays a role.)[/p][p][/p][p]Also, I suspect the staff has become somewhat like that too. They're stuck in a closed loop of repetition and refinement, progressing in a direction that's hard to grasp.[/p][p][/p][p][/p][p]Now, imagine if players who've put in thousands of hours restarted the game from scratch and avoided stages with massive rewards.[/p][p]I strongly believe they could collect Sunstone Shards at 6 to 10 times the speed they did back then.[/p][p][/p][p][/p][p]In short, while recent reward inflation does show some areas needing adjustment, fundamentally it's because “high-level players are acquiring rewards quickly.”[/p][p]Conversely, I don't think we need to weaken rewards. Skilled players should receive rewards commensurate with their skill.[/p][p][/p][p]So, while there are some spells like early magic and legacy stages that could probably use buffs, I don't get the impression there's much that needs nerfs.[/p][p]If anything, there's just one thing...[/p][p][/p][p]----[/p][p][/p][p]◆Gold Rush, Begins[/p][p][/p][p]Chapter 8-4 introduced various permanent items with different effects, but the spell is incredibly powerful. Apparently, top-tier players are mining thousands of Sunstone Shards.[/p][p][/p][p]Typically, after a new stage update, player numbers surge for about 7 to 12 days before returning to normal.[/p][p]However, even now, twenty days after the update, player numbers remain nearly double the usual level. This might be an unprecedented occurrence.[/p][p][/p][p][/p][p]Now, this might be a bit of a spoiler, but the effect of is that EXP gained increases significantly only when the player is at Level 1.[/p][p]However, the downside is that HP recovery multipliers drop to 0% until you level up, severely limiting recovery options.[/p][p][/p][p]Players seem to have developed a technique exploiting this: finding ways to clear certain stages while staying at Level 1 to earn massive rewards.[/p][p]If you can defeat the Crown while remaining at Level 1, you can earn enormous rewards. And indeed, players appear to be discovering these methods one after another.[/p][p][/p][p][/p][p]Truthfully, the existence of a single spell that allows players to obtain massive amounts of Sunstone is problematic in terms of balance.[/p][p]However, from a player's perspective, this playstyle feels quite interesting.[/p][p][/p][p]Of course, people's sensibilities vary, and some may disagree.[/p][p]But “clearing the game at Level 1” is a classic “dramatic challenge” that has existed for a long time.[/p][p]And now, with the addition of Legacy and Goddess Feathers, even staying at Level 1 offers many choices.[/p][p][/p][p][/p][p]Earlier, I mentioned “spending time before starting the game thinking about how to use Legacy and magic.” We don't see that as a bad thing.[/p][p]Pondering “What would happen if I did this?” is exciting, at least when you're alone.[/p][p]Not actually playing the game while sitting in front of the screen might seem strange to an outsider, but I think it's a perfectly valid form of game experience.[/p][p][/p][p] is precisely the kind of magic that enhances that space for “pre-game contemplation.”[/p][p]And if you actually get rewards from it, well, that's definitely fun.[/p][p][/p][p][/p][p]In reality, the Sunstone Shards gained from are usually around 100 to 200 per stage. (Though some seem to yield a bit more)[/p][p]You can certainly earn decent rewards without using this. It's just that this is enjoyed as “challenge content for advanced players.”[/p][p][/p][p]Regarding Mystic Gates and Last Inflator, we don't really consider balancing adjustments.[/p][p]We intend for players to “clear them using crazy, unintended methods.”[/p][p]Whether it works or not, you won't know until you deeply consider it and try.[/p][p]And actually doing it is, in a sense, an adventure itself. Failing is an adventure; finding treasure is an adventure.[/p][p][/p][p]For us, this magic is simply about “enhancing player ingenuity.”[/p][p]It's like we've created a new end-game challenge with massive rewards, and I don't think we need to deliberately nerf it significantly.[/p][p][/p][p][/p][p]...Considering the future, I'm a bit uneasy, so I plan to lower the threshold for the multiplier decay from 25,000 (x4.0) to 20,000 (x3.5). Beyond that, I don't intend to make further adjustments.[/p][p]Going forward, as you acquire more Legacy items and magic, I hope you'll continue seeking out Level 1 clear routes.[/p][p][/p][p]----[/p][p][/p][p]◆Regarding the Feature Improvement Planned for Next Weekend[/p][p][/p][p]Around early to mid-October, a new feature will be added where enemies that can be defeated without taking damage will change to a “demoralized” (unmotivated) graphic.[/p][p]...That probably doesn't make much sense, but essentially, enemies that cannot damage the player will switch to an unmotivated graphic.[/p][p][/p][p]Relatively recently, new animations were added for player characters, so new motions now display when picking up items or using keys.[/p][p]Playing it actually felt quite fun, so we decided to add a few more graphical updates.[/p][p][/p][p][/p][p]A clear shared belief within Team-Nexus is that “games should provide feedback to the player.”[/p][p]When a player hits an enemy in a game, the game often responds with visual or audio effects.[/p][p][/p][p]This concept of “receiving a response to one's actions” is widely shared, from baby toys that make sounds to adult games that produce big effects for big wins.[/p][p]Players use the scale of these effects to consider and judge “what meaning their actions held” and “how much value they had.”[/p][p][/p][p][/p][p]To think or feel about things, one needs material or substance.[/p][p]Providing feedback on “what meaning the player's action held” prompts or suggests thought to the player.[/p][p]In game design, “making the player notice something” is extremely important.[/p][p]After conceiving a gimmick, guiding the player's thought process on “how to make them notice that gimmick” is crucial during game development.[/p][p][/p][p][/p][p]...To be honest, writing this much text and embellishing it just to achieve an effect like “adding a special graphic for enemies that can be defeated without taking damage” is a bit of an exaggeration.[/p][p]That said, I think adding the element of “allowing players to perceive parameter increases” on top of being able to identify information is quite important.[/p][p][/p][p][/p][p]Progress on Chapter 5-0 is currently around 35-40%, I'd say. It still looks like it'll take quite some time.[/p][p]Also, since this stage isn't planned to offer many rewards, there might not be any major updates until Chapter 9-1.[/p][p]I hope to manage an update before the Gold Rush event ends.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]